Sonic Racing: CrossWorlds Review – Hitting the Gas, Skipping the Story

by Salal Awan

Team Sonic has been on a roll lately when it comes to shaping the future of the franchise, and Sonic Racing: CrossWorlds is their latest attempt to bring kart racing back into the spotlight. While Mario Kart is often seen as the gold standard of the genre, Sega and PlayStation have both tried their own takes over the years with games like ModNation Racers, Crash Team Racing, and Sonic Racing. The last entry, Team Sonic Racing, was a major disappointment. It failed both commercially and critically, which cast doubt on the future of the series. This time, however, Team Sonic seems to be making the right moves, launching a game with a clear vision and a long-term support plan.

The concept of “CrossWorlds” immediately stands out. It gives Sega and the developers creative freedom to bring in characters from different franchises and even different brands. Some of the big names confirmed or rumored so far include Ichiban Kasuga, Joker, Mega Man, SpongeBob, and the Teenage Mutant Ninja Turtles. These come not only from Sega’s own library but also from external brands like Nickelodeon, which leaves the door wide open for even more collaborations in the future.

When it comes to gameplay, Sonic Racing: CrossWorlds truly shines. This is the heart of the game, and the developers have built a system that is both addictive and rewarding for skilled players. Beyond the traditional boosts you would expect, there are multiple ways to gain extra speed, such as drifting for long stretches, performing tricks while airborne, or charge-jumping in water. These mechanics encourage players to not only chase victory but also get creative with how they approach each race.

The most impressive aspect of the game for me was the course design. The developers clearly put a lot of time into these tracks, making them not only highly replayable but also packed with secrets. Many courses feature shortcuts that can only be accessed under certain conditions, and figuring out these hidden routes was a lot of fun. At the same time, this is a very beginner- and casual-friendly racing game from Sega. A control assist option helps prevent players from getting stuck on wrong turns, and the adjustable difficulty makes it easy to either ramp up the challenge or keep things simple.

The most exciting moments during races come when drifting through long turns, chaining twists and slides together to maintain momentum and trigger a boost. Even on the default normal difficulty, I experienced some tense, close finishes. The CPU feels well-balanced, and I did not notice any rubber-banding in my playthroughs. On the other hand, the game can be very generous with its power-ups. Races can swing dramatically depending on who manages to grab a strong item pack, which can make the difference between winning and losing.

A major criticism for me personally is the absence of a story mode. This has always been a big selling point, especially as someone who prefers Crash Team Racing over Mario Kart. While Mario Kart World has managed to make exploring its open world enjoyable by hiding secrets and interactive elements, I was hoping Sonic Team would attempt something similar here. Unfortunately, they did not. What feels even more unusual is the attention given to Dodon Pa, a character who seems like a perfect fit for a story mode narrator, yet he only makes brief appearances during certain gameplay modes to provide advice or background information.

The Grand Prix mode serves as the core of the game, featuring a series of cups across varied tracks. Each Grand Prix typically includes a rival racer who continues to challenge the player throughout multiple events, culminating in a final showdown. Winning these races unlocks a range of bonuses, such as additional gadget slots and new customization options. At present, the selection of gameplay modes feels somewhat limited, though this is offset by the robust customization and character variety. More courses and characters are planned for future updates, which suggests that long-term support is a priority and helps ease concerns about replayability.

Aside from the absence of a dedicated single player mode, the game does make up for it with multiplayer support for up to four players. Online multiplayer is also included, though I found the netcode to be less than ideal. The game provides two main options for online play, World Match and Friend Match, giving players flexibility in how they compete. On the positive side, the soundtrack is outstanding, filled with energetic tunes and creative remixes from across the Sonic series. The price point might feel steep for some, but whether it is worth the investment depends largely on how big of a Sonic fan you are. The promise of strong post-launch support is encouraging, but it does come with a caveat: upcoming DLC characters are already visible in the roster as locked icons, which may not sit well with everyone.

As for performance, the PC version runs smoothly without any major problems and offers the best experience overall. On the Steam Deck, however, the game appears capped at 30 FPS, and the CrossWorld portals occasionally cause minor hitching. It remains perfectly playable on the handheld, but the locked 30 FPS makes it less appealing compared to the smoother 60 FPS available on PC. In my view, the PC is the ideal platform for multiplayer and competitive play, while the Steam Deck is best suited for more casual runs and unlocking extras.

Sonic Racing: CrossWorlds Game Information

  • Price: $69.99
  • Publisher: Sega
  • Developer: Sonic Team
  • Platform: PC (Reviewed)
  • Disclaimer: A review code was given by the publisher

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