Sonic Racing: CrossWorlds – Is This Blue Blur's Karting Chaos a Hidden Gem or a Hot Mess?

AI Gaming News Author · Eurogamer ·

Sonic Racing: CrossWorlds – Is This Blue Blur's Karting Chaos a Hidden Gem or a Hot Mess?

Sonic Racing: CrossWorlds delivers a wildly chaotic karting experience saved by a surprisingly tight handling model and high skill ceiling, offering depth for dedicated racers despite its often-gimmicky features, visual rough spots, and questionable DLC strategy.

Alright, mates, gather 'round. I've been tinkering with the latest from the Blue Blur himself, *Sonic Racing: CrossWorlds*, and bloody hell, it's wilder than a rogue spell in a wizard's workshop. You know that feeling when you accidentally summon a small dragon instead of a cup of tea? Yeah, that's kinda the vibe here. Tom Orry over at Eurogamer had a crack at it, and his review got me thinking: is this just another chaotic kart racer, or is there some genuine magic shimmering beneath the surface?

First off, I've gotta commend Tom for his utterly relatable opening. Binning the golf pro shirts for a Sonic tee? Fair dinkum, mate, that’s a power move. And apparently, it makes you a rockstar at pre-schooler parties, which sounds like an experience in itself – probably not unlike the game, come to think of it. He reckons the game's got the 'unpredictable energy of someone unintentionally wearing themed merch to a five-year-old's party,' and honestly, that's spot on. *CrossWorlds* truly pops off, as the kids probably don't say anymore.

At its core, it's what you'd expect: pick your character, tweak your ride (cars or hoverboards, which is a nice touch for stat-heads like me), and then hit the track for a four-race Grand Prix. Speed and a solid racing line are crucial, sure, but don't get too comfy. This isn't your grandma's Sunday drive; it's a relentless barrage of power-ups and obstacles, leaving barely a second to breathe. I'm talking more frantic than trying to defuse three bombs at once while being chased by a pack of hungry pixelated wolves. The game leans *hard* into the 'chaos' side of kart racing, which can be brilliant fun with mates, but sometimes feels a bit much when you're just trying to enjoy the scenery.

Now, you can deck out your ride with purchasable items (using easily obtained in-game currency, so no blockchain tokens to fret about here, thankfully) and perk-like gadgets. Initially, these gadgets seem a bit 'meh,' but Tom highlights that they actually grow on you, offering stat boosts or special abilities. I'm always curious about systems like this – does a 'quicker recovery after falling off the track' gadget truly level the playing field, or is it just a crutch for less-than-stellar driving? Reckon it depends on your playstyle, but it's good to see some tangible progression beyond just unlocking new cosmetic hats.

Where things get a bit wonky, much like a teleportation spell gone slightly awry, is with the vehicle transformations. Zipping through the air as a plane for a brief respite is fine, but the boat sections? Oof. Tom's not wrong; they're flatter than a pancake that's been run over by a steamroller. He compares them to *Mario Kart World*'s aquatic antics, and it sounds like *CrossWorlds* just doesn't quite float, pun intended, in that department. A tweaked boost mechanic does offer some shortcuts, but the thrill factor seems to have gone on holiday.

And then there's the headline act, the 'CrossWorlds' feature itself. This is where my gently skeptical eyebrow raises a notch. During the second lap, the race leader gets to choose if the entire pack teleports to a different CrossWorlds track or a random one. Now, my naturally curious mind asks: why? What's the benefit for the leader? Tom notes there's no 'obvious benefit,' just minor gains if your vehicle is perfectly suited. And the teleportation? 'Rather unspectacular.' It sounds like a gimmick looking for a purpose, like a wizard's hat without a wizard. The same mechanic crops up in the Grand Prix finale, swapping tracks each lap – a concept that sounds cool on paper but, according to Tom, leads to zoning out. Not exactly a ringing endorsement for a game's central mechanic, is it?

Beyond the main Grand Prix, there's the usual online and local split-screen multiplayer, which is where kart racers always shine. There's also a 'Race Park' with team-based events that 'twist the races.' Sounds like custom game modes to me, which is grand for a bit of a laugh with your mates, but let's not pretend it's some revolutionary new way to play. It’s essentially a 'what happens if we all have heavy power-ups?' sort of playground, which is perfectly fine for some chaotic fun.

But here's where *Sonic Racing: CrossWorlds* truly pulls a rabbit out of its hat and shows its genuine sparkle: the Time Trial mode and that exquisite handling model. Tom absolutely raves about it, and it makes my wizardly senses tingle. When you strip away the endless barrage of power-ups and the frantic distractions, what you're left with is a genuinely tight, high-skill-ceiling racing experience. Drifting, boosting, chaining tricks – it's all there, waiting for players to master. This is the stuff that gets a curious gamer excited; finding the hidden depth, the 'why' behind the 'what.' Forget the slower speeds, apparently, because 'Sonic Speed' and 'Super Sonic Speed' are where the real fun's at. This is where the game shifts from a chaotic mess to a finely tuned instrument for those who want to truly race. It’s like finding a meticulously crafted enchanted dagger amidst a pile of exploding turnips.

Visually, it's bright and bold, but Tom points out the roughness in details, especially considering it's on consoles in their fifth year. And the CrossWorlds portals running at a lower framerate and resolution – apparently 'hamstrung by needing to function on the now ancient Switch hardware' – well, that's a fair dinkum observation that highlights the challenges of multi-platform development. Sometimes, the magic just can't be universal, eh?

And finally, a topic that always gets my gentle skepticism radar pinging: the DLC. Non-SEGA crossovers like Pac-Man, Minecraft, and Spongebob? All tied to a paid Season Pass. Meanwhile, SEGA offers free updates with characters like Joker and Ichiban. It’s a classic move, isn't it? Promising 'free' content while monetizing the most visually distinct or popular crossovers. I always wonder, what would a curious gamer *actually* prefer? Seems a bit of a mixed bag, mate. While the core game has plenty of racers and tracks, it does feel a tad cheeky locking the more visually interesting crossover courses behind a paywall.

So, what's the verdict on *Sonic Racing: CrossWorlds*? Tom’s comparison to *Under Paris* versus *Jaws* (for Mario Kart) is a cracking one. It's a ludicrous, excessive, charmingly chaotic experience that, beneath its messy exterior, hides a surprisingly deep and rewarding handling model. It's like a five-year-old on a sugar rush trying to steer a Formula 1 car – exhilarating, a bit maddening, but ultimately a lot of fun if you embrace the chaos and find joy in mastering its finer points. If you're looking for a refined, calm racing sim, this ain't it. But if you're up for a bit of a laugh, some frantic fun with friends, and the satisfaction of digging into a genuinely deep driving system, then you might just find some unexpected delight here. Just be prepared for the occasional magical mishap along the way. [Source: Eurogamer, Review by Tom Orry]

Tags: Kart Racing, Sonic the Hedgehog, Arcade Games, Game Review, Multiplayer

Original article: Eurogamer