Sonic Racing: CrossWorlds

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Sonic Racing: CrossWorlds review
Alex Moretti

Review

Sliding off the track

Off and racing


Sonic Racing Crossworlds is one of those games that just barely misses the mark. Sure, the foundation is solid; the kart racing aesthetics are vibrant, and the level design is engaging. But these are the bare minimum one should expect from the genre. While the first five hours offer some entertainment, a deeper look reveals that Crossworlds is a significant step down from its predecessor, Sonic & All-Stars Racing Transformed.

On the bright side, the full roster is available immediately, eliminating the need to grind for characters. Each racer excels in one of four stats—power, speed, handling, or acceleration—while currency earned from winning races allows for vehicle and power-up customization.

The driving physics are enjoyable. Drifting sacrifices mobility for momentum; the longer you hold the drift, the higher your boost level becomes upon release. It's a fun dynamic that encourages varied playstyles. Unfortunately, the stunt system has been dumbed down. Unlike Transformed, where risking one too many flips could result in a punishing crash, Crossworlds prevents you from performing tricks if you are too close to the ground. This safety rail removes the risk/reward factor that added a necessary layer of depth to the racing.

Bonus items


As a kart racer, item management is key. You can hold two items at once, yet inexplicably, you cannot switch between them. To use your secondary item, you must burn through your primary one first. This brings us to the game's baffling progression system: the Driver’s Licenses.



You begin with a standard license offering two slots for stat bonuses. Eventually, you unlock a Master License with six slots. While this sounds rewarding, there is no way to disable these bonuses in online play. This gives veteran players a statistical advantage over newcomers in 12-player races. Why not include a "stock" mode where everyone races on even ground?

Unfair online licenses


Even worse is how the license system handles basic mechanics. There is a specific power-up that allows you to switch between your held items — a feature that should be standard. You have to earn the ability to swap items, and equipping it takes up three license slots. It is insulting to lock a basic input command behind an unlockable perk, especially when the controller button for swapping does nothing else by default.

The game's only true standout feature is "World-Shifting." At the end of the first lap, the race leader selects one of two dimensions, teleporting all racers to a new track. It's a fun gimmick, though it could be pushed further—perhaps allowing the second-lap leader to choose a third stage.

Ultimately, the lack of single-player content, such as the boss fights and time challenges found in Transformed, leaves the experience feeling hollow. I don't know what critics are thinking calling this superior to Mario Kart World. At this stage, even Kirby Air Raiders is a better time than this middling pile of mediocrity.


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5.9

fun score

Pros

Full roster available immediately

Cons

Licenses make online racing unfair for newbies, Can only use the bonus items in order of pick-up.