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Sonic Racing: CrossWorlds Hands-On Preview (PS5) – Waiting For The Green Flag

Sonic CrossWorlds PS5 Hands-On Preview. Sonic and racing games go hand-in-hand with each other; if one exists, the other will surely follow. This staple spinoff series has taken a variety of forms over the years, from hoverboards to on-foot racing to a more conventional vehicle foundation.

Sonic Racing Crossworlds aims to bring all of these types of Sonic Racing into one cohesive package, and on first glimpse, it seems to do so while bringing in a healthy dose of Sonic fan service for the backdrops. While I’ve still got some reservations about the core racing, this hands-on demonstration makes me feel a bit more positive as we head towards launch.

Sonic Racing Crossworlds Hands-On Preview (PS5) – Waiting for the Green Flag


A Racing Amusement Attraction

In more ways than one, Sonic Racing Crossworlds feels close to an amusement park built in celebration of Sonic’s legacy. The series is no stranger to celebrating its own heritage (we’ve had entire games dedicated to running through levels of the past), but this version of that classic formula manages to do so under the conceit of racing through classic Sonic locales.

In my hands-on, I was able to sample a good selection of the tracks, and most of them are directly inspired by locations from previous games. Most exciting of all, these locations aren’t what you would immediately expect from a Sonic legacy game. Old tracks from previous racing games make their return, alongside a healthy selection of locations from Sonic Unleashed, Sonic Superstars and Sonic Frontiers.

Seeing the desolate Kronos Island being turned into a track wasn’t quite what I was expecting to see, but I loved what they did regardless.

The Crossworld system also ensures that each race has an element of dynamism that will make multiplayer sessions feel a bit more fluid. While I somehow got the same Crossworld twice in the span of two races, I know there is a healthy selection to go through that also each references a Sonic game of the past.

Race Park also adds yet another dimension of variety onto an already stacked plate, that almost harkens back to the team-based mechanics of the previous game. While I (personally) never really enjoyed having to try and coordinate with two other players in a 12-man race, I’m pleased that the concept wasn’t fully abandoned and has been somewhat refined.

I only had a brief time with this mode, but the side objective of collecting as many rings as possible across your team while also aiming for a high place was enjoyable.

Build A Car

As well as bringing the Extreme Gear from Sonic Riders back into the fold, Crossworlds has an emphasis on customisation that stands out. While I wasn’t able to spend time experimenting with every possible build, each ability that you can set emphasises particular traits of your car.

For my taste, I chose skills that emphasise quick tricks and airtime as opposed to brute forcing my way through the competition. These skills are equipped in tandem with a type of vehicle, that also have their own properties and specialities.

For this demo, I was slightly overwhelmed by the sheer amount of options, but this is something that the luxury of time remedies. Each player will have their preferred way of driving, and this enables players to pick their favourite characters without feeling as if they’re choosing wrong.

Previous Sonic games had each character access particular abilities based on their specialities; Crossworlds does away with this and lets you pick who you like and succeed as your favourites out of an eclectic roster that reaches well beyond the standard Sonic fare, all the way into SEGA and properties beyond.

We weren’t really able to experience much of these crossover elements in the demo (outside of the presence of Ichiban and Hatsune Miku), but this has been a tentpole of the game’s marketing thus far.

Apparent Improvements Already

While I would be remiss to judge a game by the standards of a closed beta test, I would be lying if I said that this demonstration didn’t feel significantly better in almost every way. Animations felt smoother, racing generally felt better and the item balance felt far less of a mixed bag.

I have horrific memories of being thrown from first to about seventh in the span of just a few seconds that could cost me a race. Didn’t happen here! While I hesitate to say that this will be a good balance in the long run, I had plenty of space to actually race and use skills when compared to previous versions.

It indicates that feedback has indeed been listened to, and this encourages me on SEGA’s long-term plan for this game, with them declaring that this will be an ongoing game for them.

Gotta Go Fast(er)

It’s part of his DNA, and yet I left my demo of Sonic Crossworlds feeling a little bit wanting. I raced primarily on the Sonic Speed class, which felt fairly light when it came to speed, and I was teased constantly with the promise of an upper class from there.

While it wasn’t playable in my demo session, I have to wonder if this Super Sonic Speed class will scratch the itch that I’m feeling off the back of my hands-on. The passion and dedication to the Sonic series is apparent, but seeing tracks from games like Riders and feeling like I’m taking a leisurely cruise isn’t quite what I want.

This very well might not be a problem come launch, but I was gnashing my teeth in the vain hope that I could perhaps get a taste of what the fastest setting in this game had to offer. Which is a good thing, considering the type of game this is.

For what it’s worth, Sonic Racing Crossworlds promises yet another entry into the oft-celebrated series, and this demo already eclipses the comparatively meagre offerings of 2019’s Team Sonic Racing, so we’re already halfway there.

He just needs to cross the finish line.