I'm slowly but ever surely getting through my backlog of reviews! That's essentially what the start of 2026 is about on SuperPhillip Central, at least! Let's now take to the track, to the waters, and yes, the skies, too, with Sonic Racing: CrossWorlds.
Race rings around the competition with Sonic and friends.
Sonic the Hedgehog is synonymous with speed, so there's no wonder why he's taken to the track for several racing games multiple times in the past. Whether it's within a car against SEGA's all-stars, on a board against the Babylon Rogues, or yes, also on foot a la Sonic R. The last time Sonic's friends and foes gathered for a race was the somewhat ill-fated Team Sonic Racing. While the game itself was highly competent, it had the misfortune of releasing shortly after Crash Team Racing: Nitro-Fueled, which if that game hadn't already taken the wind out of Sonic's sails (or is it "the speed out of Sonic's shoes"?), the lack of cross-play meant the game was dead on arrival for long-term entertainment.
Now, Sonic and friends are back on the track with one past issue solved--cross-play is indeed a feature in the latest racing effort--Sonic Racing: CrossWorlds. Though this time this Sonic racing game has a Super Mario-sized shadow casting over it with Mario Kart World's prior release. Just kidding--both games can co-exist merrily, and any supposed rivalry is best left for playground squabbles. Let's get to brass tacks, hm? Or... gold rings, rather.
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| Sonic and company speed into multiple new worlds. |
Sonic Racing: CrossWorlds forgoes any kind of story mode this time around, instead focusing on cutthroat racing on super speedy circuits and little else. That isn't to say the game lacks content--it's more that you're getting to the main attraction without much in the way of detours. The main mode is that of the Grand Prix, of which there are eight cups total, featuring 24 tracks total. Grand Prix cups are comprised of four races each. In a clever twist on the formula, the fourth race is a combination of the three previous races, each a lap apiece.
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| Make your selection, but be quick about it! |
In an even cleverer twist and true to the namesake of its subtitle, CrossWorlds are a primary feature of races in general. The first and third laps of a given race see competitors speed through the main circuit, while on the second lap, a CrossWorld is introduced--this is an entirely separate track destination from the standard circuit being raced on. Leading up to the second lap, a choice of two CrossWorlds presents itself to the racer in the lead--selected by driving in the left or right half of track representing either option. Upon the selection being chosen, a portal appears, seamlessly transporting racers into a wholly new environment. These lap-long CrossWorlds, of which there are 15 unique ones, range from Sonic Unleashed's icy and arctic Holoska and Sonic Colors' Sweet Mountain, to deep cuts like Sonic and the Secret Rings' Dinosaur Jungle. There are also completely original sights like Steampunk City.
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| Dinosaur Jungle, it is, then! My, what big teeth you have! |
Whether races or CrossWorld circuits, the 39 in the initial package present plenty of technical turns, lovely locales, and ample opportunities for shortcuts. While races aren't as transformative or as dynamic as Sonic & All-Stars Racing Transformed, they'll still very much keep you on your toes... or wheels... or whatever! I've mentioned the second lap's CrossWorlds, which truly keep races feeling fresher than they do already, but even the standard races mix things up, too.
On the first lap of a race, everything is unassuming enough (or as unassuming as a race in Sonic Racing: CrossWorlds can possibly be), allowing players to get a little accustomed to the track before adding some last lap hi-jinks into the fray. Such hi-jinks include stronger boost pads, turning some into hyper-energizing blue ones. More interestingly, some races--such as the very first track of the game, E-Stadium, bring about shortcuts that are only accessible on the final lap. In this case, it's a narrow ramp that leads to a portal, transporting players ahead a little distance where a Red Ring rests.
Yes, like almost all 3D Sonic games Colors and on, Sonic Racing: CrossWorlds features five Red Rings on each track in the Grand Prix mode to collect. These award an in-game currency called Donpa Tickets for collecting them, among other in-game tasks and achievements. Donpa Tickets are not only spent on second, third, fourth, fifth, etc. chances on Grand Prix races--for if the current race didn't go the way you wanted, you can restart it for a price without having to redo the entire cup--but they're the key to unlocking new vehicle parts, too.
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| Shadow's no-nonsense attitude takes to the track. |
Customization is a huge part of Sonic Racing: CrossWorlds, offering the ability to mix and match various different vehicle parts together to form your own awesome machination creations. Depending on the vehicle type--speed, acceleration, boost, power, and so forth--the parts equipped affect your vehicle's top speed, acceleration, boosting ability, turning capabilities, and more in various ways. You can also fully customize your ride with decals, paint jobs, and much more to very much make your vehicle your own.
Adding to the customization aspect of Sonic Racing: CrossWorlds is that of gadgets. Gadgets are equip-able gear that you essentially use to conform to your play style and ability level. Some gadgets allow you to have three item slots instead of the standard two, while others make drift boost occur in a faster fashion, or make it so turning whilst in the air is sharper and quicker. If you want to start with a certain item at the beginning of the race, there's a gadget for that. If you want to make your maximum rings you can hold even higher (thus increasing your max speed), yep, you guessed it--there's a gadget for that, too. There are eventually up to six gadget slots available, but the more subjectively stronger gadgets take up more slots (up to three slots at a time). And with five loadouts available, you can experiment, switch, and change things up to your heart's content.
One of the worries I had with Sonic Racing: CrossWorlds stemmed from learning that Sumo Digital--the previous dev behind CrossWorlds' predecessors--had nothing to do with this game. I hold Sonic & SEGA All-Stars Racing, Sonic & All-Stars Racing Transformed, and less so but still so, Team Sonic Racing in high regard due to how tight and magical the feeling of driving, drifting, and controlling each vehicle was. The games were fantastic to boot, especially Transformed. Fortunately, my worries were unfounded, as while the controls are not 1:1 to Sumo Digital's works, they still feel tight, responsive, and just plain awesome in Sonic Racing: CrossWorlds.
Drifting is a different beast in CrossWorlds compared to Sumo Digital's efforts, and forgive me for constantly comparing the games--but after three impressive outings by the developer, it's difficult NOT to use Sonic's previous racers as a comparison point. Drifting requires the standard holding of a trigger or button (depending on the control option chosen), but to get the tightest type of turn, you'll want to ease off the accelerator now and then. It takes some getting used to, and with many kart racers or mascot racing games, it goes against instinct and muscle memory, for sure. That said, it quickly becomes second nature, and by the third race in a Grand Prix, I was feeling incredibly comfortable taking sharp turns via drifts.
Like Sonic & All-Stars Racing Transformed, vehicles change on the fly when they reach certain designated parts of track--from cars to boats, or boats to planes, for instance. Each have different feels to their controls, different hefts, different ways they drift, etc. With boats, you can hold the drift button on a straightaway to charge up, and then release to perform a jump boost. This is not only a great way to get some extra speed, but it also can assist in reaching otherwise inaccessible item boxes or even shortcuts!
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| Take flight (or just the wheel) as one of over 25 different racers! |
Speaking of items, those expecting a highly skill-based racer like Transformed was, won't exactly feel right at home with CrossWorlds. This is meant to be a more accessible racing game, sort of borrowing some concepts from Mario Kart. That isn't to say that skill isn't important--far from it. It's more that between the copious amounts of items used during races and the resulting chaos that comes from all of that, you're going to be on a more level playing field to everyone.
The items featured in Sonic Racing: CrossWorlds each have their own counter, and many of them have a Mario Kart equivalent as well, whether that's green boxing gloves that bounce around the track like green shells, red boxing gloves that hone in on opponents ahead of you like red shells, or even the blue shell equivalent, King Boom Boo. Though to be fair, each item in CrossWorlds tweaks their familiar inspirations just enough to keep things fresh, and even in the case of King Boom Boo, keeps things fair, offering counters and affecting players directly behind the blast radius.
Outside of Grand Prix, there is a lot yet to sink their fangs (or Nacks, if you prefer his older nomenclature--though he's not in this game, unfortunately) into mode-wise and option-wise. The Race Park is a mode I spent a lot of time in, and is essentially the game's PvE mode. It has you taking on a series of rival teams, attempting to win three races against them, thus earning a reward and the right to take on the next team. There's a multitude of race types to choose from, such as team or individual-themed races. The team-based ones are especially interesting, as they have different objectives outside of just crossing the finish line ahead of the competition, such as collecting the most rings, performing the most boosts, etc.
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| Several familiar locales open themselves up to race on, such as Sonic Adventure 2's Metal Harbor. |
Time trials, an old standby for games of this nature, also are available, but in Sonic Racing: CrossWorlds I actually felt compelled to complete them and compete for optimal times. This was not just for the reason of carrot-on-a-stick achievements, but also because completing them netted me new songs from throughout Sonic's 3D history (and some from his 2D history) within the jukebox feature of the game. This allows players to change out the standard music of the game for an assortment of tracks--a best of, if you will--within Sonic's greatest hits and games.
The time trials themselves were just enjoyable to do, too, as the game offers an ideal racing line to try to follow, multiple opportunities to collect item boxes that serve as boosts to use to shave precious seconds, and rings to collect too. The optimal path usually means getting as many rings as possible to max your count, thus maximizing your highest possible speed, while also occasionally aiming for those aforementioned boosts. However, not all boost boxes are created equal. Some actually are a detriment to your track times, demanding you take the outside of some turns, costing precious seconds, so there's clever bits of strategy to consider with these, too.
As if the amount of racing goodness wasn't already enough, Sonic Racing: CrossWorlds has loads to offer for online players. Again, the game supports playing with online friends no matter their platform, so if you're on Switch 2 and your friend is on PlayStation 5, you can race against or with each other. Friend lobbies, random lobbies, and even occasional festivals where players compete in team-based races while trying to complete what is essentially a free "battle pass" for rewards are available in the game. There are also both paid and free DLC in the way of characters and tracks, though the latter are only available to own as part of the paid DLC. It's also a bit disconcerting and disappointing to have the game released and already a heftily priced DLC package is available. Leaves a bad taste in my mouth, personally.
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| Take your customized vehicles out for a ride for the whole world to see in online races. |
What quickly sweetened that bad taste in my mouth was remembering just how much fun I've had with the game, and also how amazed and delighted I was with the presentation package of Sonic Racing: CrossWorlds in general. From the silky smooth frame-rate while racing, to the various quips and interactions characters make with one another (especially when facing your rival in Grand Prix mode and some out-there callbacks are made to little-known or all-but-forgotten Sonic series trivia), to the absolutely awesome soundtrack, I was in awe all-around. The latter part, the music, might be a point of contention for some, as the third lap of each race features synth vocals that won't be everyone's cup of tea. I personally enjoyed it, much like the remixes of familiar Sonic tracks and wholly original music, too.
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| It's no dream, I assure you--NiGHTS is one of the free DLC additions to the roster. |
Whereas I feel the previously and briefly mentioned Mario Kart World has an excellent foundation that just needs some further expanding upon, I believe that Sonic Racing: CrossWorlds has a foundation that is already well-trodden and doesn't really have much else to expand on. Overall, the addition of CrossWorlds definitely keeps races feeling fresh and somewhat unpredictable, and I'd love to see more added down the road. SEGA and Sonic Team both seem committed to keeping up with updates and bringing more goodies to the game, which is fantastic to see after Team Sonic Racing. They have an incredibly good thing going here with the base Sonic Racing: CrossWorlds package--plenty to love, some minor frustrations, but mostly all positives. It feels great to control, it gives Sonic fans copious amounts of way past cool callbacks, and it's got a ton of love and energy under its hood.
[SPC Says: A-]


















