
Sonic Racing: Crossworlds is already challenging Mario Kart for its dominance.
The upcoming Mario Kart game might release later this year, but it will face some stiff competition. Sonic Racing: Crossworlds is the newest addition to the Sonic Racing series, developed by Sonic Team alongside the creators of the Initial D arcade game. The first beta test has recently concluded, offering a glimpse of gameplay features that are truly out of this world.
I participated in the beta on PS5 last weekend and left feeling thrilled by its mind-bending races. During the second lap of one race, I was amazed when I drove into another dimension using a Warp Ring. It was exciting to witness racers performing airborne tricks with their cars, reminiscent of Sonic Riders. This kind of spectacle is akin to what you might expect in a Fast & Furious film, with Dom and his crew leaping from one highway to another while evading pursuers.
That’s the type of action that Crossworlds promises to deliver in the genre. The races I experienced were both enjoyable and chaotic, though they still need some refining. I can count on one hand the times I nearly secured first place but fell short due to balancing issues. If Sega can address these based on beta feedback, Crossworlds could emerge as a serious contender for the Mario Kart title.
Uncontrolled chaos
Sonic Racing: Crossworlds follows the traditional arcade racing format, complete with power-ups that infuse chaos into the gameplay. Many of these items are similar to those found in Mario Kart. The Rocket Punch and the Homing Punch serve as Sonic's equivalents to the Green Shell and the Red Shell, respectively, while King Boom Boo mirrors the Blue Shell. Additionally, items like the Slicer, Warp Ring, and Monster Truck provide intriguing new options for players. From my initial playthrough, it seems some of these items could benefit from rebalancing.
Take the Homing Punch, for instance. It’s already very effective, as it locks onto its target and homes in on it immediately when launched. When multiple players grab a Homing Punch at once, the race becomes chaotic, with racers being knocked down by red boxing glove projectiles every few seconds. Conversely, the Slicer, which resembles a crooked shuriken, slows your vehicle and costs you rings when it hits. Though its hits can be random, you might find yourself struck multiple times in quick succession, which can drop you from a competitive position to last place if you're not among the top three. While such moments are common in the genre, they feel excessively frequent in this iteration.
As players race, they can also collect speed-boosting rings that can be lost during the race. However, the loss of rings seems excessive at times, particularly the ways in which they can be lost. I experienced ring loss when colliding with walls or scraping against them, which feels harsh compared to how Mario Kart 8 Deluxe handles coin loss. Losing rings after minor collisions with walls seems overly punitive for a casual racing game, akin to a child injuring themselves after running into a sliding glass door, unaware it was closed.
I hope these concerns are addressed in the final version, as it would relieve players of some worries while racing across dimensions. That’s where Crossworlds truly shines.
When worlds converge
The game's title suggests an element of gameplay that distinguishes Sonic's latest from Mario Kart: the ability to cross into other dimensions. Sonic Team has made this possible with the inclusion of Warp Rings, which were previously exclusive to classic Sonic games, comics, and films. Given the vast nature of the Sonic universe, Sonic Racing: Crossworlds effectively utilizes the Warp Rings to keep the racing dynamic.
Before each race, players choose a track, and in the beta, options included Metal Harbor, Ocean View, E Stadium, Rainbow Garden, Water Palace, Wonder Museum, or a random track. For example, if you select Metal Harbor as your destination, two travel rings will appear for the leading player before the start of the second lap, providing a preview of two different worlds. A track like Kraken Bay might appear on one side, while a surprise random track from another realm may show up on the other. The player then selects a ring by driving through it, changing the track for all racers on the next lap. Occasionally, this selected Crossworld may trigger a frenzy mode, allowing dash rings to appear everywhere and giving racers a chance to catch up with the front runners.
Some tracks are borrowed from Team Sonic Racing and Sonic All-Stars Racing Transformed, while others are new and inspired by locations from other Sonic titles. For instance, Dinosaur Jungle comes from Sonic and the Secret Rings, but the updated graphics make it reminiscent of Jurassic World. Water Palace is derived from Sonic Rush, and its graphics are significantly enhanced compared to its appearance in the Nintendo DS game.
Interdimensional racing is a fantastic concept that makes Sonic Racing: Crossworlds incredibly enjoyable. It's the most fun I've had with the series since Sonic Team Racing. Not only is vehicle transformation returning after


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Sonic Racing: Crossworlds is already challenging Mario Kart for its dominance.
Sonic Racing: Crossworlds demonstrated great potential during its initial test run, although some balance adjustments would be beneficial.