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Sonic Racing: CrossWorlds Review – Bold Shifts & Controlled Chaos

Sonic Racing: CrossWorlds Review – Bold Shifts & Controlled Chaos

G
GAIAJune 14, 2025
8 min read
Gaming

I’ll be honest—when Sonic Team announced CrossWorlds amid Mario Kart’s towering popularity, my first thought was: “Here we go again.” Another flashy kart racer, another drift mechanic, and ultimately another footnote in the blue blur’s history. After more than a dozen play sessions, though, I’m convinced Sonic Racing: CrossWorlds isn’t just a Sonic Riders spin-off in disguise or a desperate bid for Nintendo’s crown. It’s a full-on reinvention of the SEGA kart formula, packed with risk-taking track mechanics, a build-your-own-vehicle ethos, and real cross-platform battles that could keep lobbies alive for years.

Crossplay and Online Stability: Racing Without Borders

For the first time in the franchise, CrossWorlds enables true crossplay. Whether you’re tearing around a loop on PS5, sprinting through a portal on Switch, lining up drift boosts on Xbox Series X, or unlocking secret shortcuts on PC, everyone races together. In over eight hours of testing, I found match times remained steady at under 15 seconds, even when I toggled regions between North America and Europe. No platform feels neglected, and dead zones—where you queue forever or watch only AI fill the grid—appear to be a problem of the past.

Compare that to Mario Kart 8 Deluxe’s regional siloing, where Switch players sometimes struggle to find full 12-player lobbies after the first month. CrossWorlds’ matchmaking pools are noticeably more consistent—and with basic anti-lag measures in place, rubberbanding only reared its head once during a 12-player Grand Prix final in my fifteenth run.

Deep Dive: Race Modes Galore

  • Grand Prix: The staple 3- and 5-race cups return, but now you pick alternate paths mid-cup via Travel Rings. My favorite sequence? Emerald Hills followed by Sky Sanctuary after lap two—a heart-pounder of wind gusts and floating platforms.
  • Time Attack: Drift chains earn you “Zone Multipliers,” so shaving seconds off your record isn’t just about raw speed but chaining perfect drifts and gadgets. I posted a 1:42 on Volcanic Valley—not bad, but a friend’s optimized build hit 1:38 using an air-resume gadget I’d never equipped.
  • Versus Match: Up to 12 players in custom lobbies with fine-tuned item probabilities. I hosted a private 8-player match featuring my veteran kart build versus a newcomer’s randomized Extreme Gear setup, and the scripted chaos was oddly fun—underpowered kits can still clinch a top-three with a lucky trap.
  • Team Racing: Two teams of six duke it out over combined ring totals. I sprinted away with Team Blue’s victory by equipping a “Ring Magnet” gadget, pulling in stray rings from across the map—something Mario Kart’s standard rubber-band items can’t replicate.
  • Tournament Mode: Scheduled events with rotating track lists and special rule sets (no items, pure drift-only builds, or hoverboard-only finals). The week-one “No-Assist Drift Duel” taught me quickly that I can’t rely on autoplay steering if I want to keep pace.

Track Design: Dynamic Environments & Travel Rings

Sonic Racing: CrossWorlds ships with 24 core circuits and 15 CrossWorlds alternates, each tied to a rival universe aesthetic. Picture this: you complete lap one in a lush Mushroom Forest analog, hit a glowing Travel Ring, and suddenly you’re dodging geysers in an industrial Oil Rig world. It’s a bold approach to track variety—but it’s not always seamless. Early in my 12-player lobby on “Turbo Tokyo,” one lap shifted mid-race into “Neo Tokyo,” altering camber and forcing everyone to relearn shortcuts on the fly. It felt exhilarating, but if you’re the one in second place, you might end up grenaded by chaos before you even locate the new shortest path.

Compare to Mario Kart’s retro cups, which can remix old tracks but never break the lap-to-lap flow. CrossWorlds embraces that jarring effect for high stakes—one second you’re in bright midday, the next you’re under neon rain. It’s alluring, but expect a steeper learning curve. Veteran racers will eat it up; casuals might feel seasick.

Screenshot from Sonic Racing: CrossWorlds
Screenshot from Sonic Racing: CrossWorlds

Customization & Player Progression: Build, Level, Repeat

Build freedom is the headline act. Every racer—Sonic, Tails, Knuckles, Amy, custom guest characters—can hop into any of the 45 vehicles or Extreme Gears. In practice, I swapped my default speedy kart for a heavy hovercraft, rigged with a drift-enhancer, turbo start booster, and an experimental shockwave gadget. That exact kit carried me to first place in my second-ever ranked match.

Progression feels meaningful but demands grind: level up your favorite chassis, unlock tiered parts via Challenge Cups, and earn “Blueprint Fragments” from seasonal events. The first week, I focused on unlocking the “Aurora Body” frame by completing a daily drift challenge—100 consecutive perfect drifts across three tracks. The satisfaction of slotting that high-end part into my build was real, and I immediately noticed a tighter cornering radius.

Session-based anecdotes:

  • Session One (Casual Warm-up): I tried the default Balanced setup, finished P5 in a 12-player race, and realized the default capsules need a boost–ring magnet gadget ASAP.
  • Session Five (Meta Experiment): I crafted a “Max-Grip Drift” build with three drift chips and ditched assists. Result: First place in Versus more often than not, but super sensitive steering left me spin-out prone when I forgot to cancel drifts.
  • Session Ten (Time Attack Grind): Pushed 20 laps on Sky Fortress. Learned that an aerodynamic shell reduced airtime slowdown by 15%, slicing half a second per jump section compared to my old gear.

Each kit component has trade-offs—more magnets equals less top speed, stronger shields mean weaker acceleration—so balance decisions feel real. But here’s the caveat: SEGA must keep these parts in check. My fear is a single “god build” will emerge, dominate tournament lobbies, and force everyone into the same loadout. Early data from my playgroup shows build diversity, but the meta is still forming. Mario Kart gets around this by tying items to positions—CrossWorlds’ free-for-all parts could tip into imbalance if not continuously tweaked post-launch.

Screenshot from Sonic Racing: CrossWorlds
Screenshot from Sonic Racing: CrossWorlds

Audio-Visual Overload: Nostalgia vs. Clarity

Graphically, CrossWorlds unleashes SEGA’s full fan-service arsenal—cameos in every corner, special attack animations straight out of Jet Set Radio, and hyper-chromatic palettes that evoke the Dreamcast era. Toss in in-race taunts, dynamic weather (acid rain in Toxic Canyon), and particle effects from dozens of gadgets, and you’ve got sensory overload. On my fourth 12-player Grand Prix, I misjudged a corner because the screen was flooded with ring pick-up sparks and an emerald-resonance aura, causing me to drift into a chasm I’d nailed earlier.

Mario Kart’s visual language is simpler and more legible—item boxes glow, track hazards have clear icons, and the HUD rarely changes. CrossWorlds trades that clarity for spectacle. Will broadcasters and eSports organizers appreciate the mayhem? If they can harness replay modes and camera cuts to filter the noise, it could revolutionize arcades on the competitive stage. Otherwise, it might be “too much” for a broad audience.

Post-Launch Roadmap & Community Engagement

SEGA’s promised roadmap looks robust: six seasons of content over 18 months, featuring new tracks, guest collaboratives (rumored Sonic R mashups, classic SEGA IP tie-ins), and community-driven events. Early details hint at:

  • Monthly Blueprint Challenges unlocking exclusive parts
  • Seasonal Cups with leaderboard resets and unique cosmetic rewards
  • Guest Character Drops (Echo the Dolphin, Billy Hatcher, even a Virtua Racing machine skin)
  • Spectator & Replay Tools for streamers and tournament refs

On the community front, SEGA’s opening a feedback portal for build suggestions, bug reports, and balance votes. They’ve committed to bi-weekly balance patches—encouraging, but the real test will be speed of response when a broken gadget emerges and starts wrecking ranked matches. If they stay on top of it, that rapid-fire support could keep CrossWorlds fresh long after initial launch hype fades.

Screenshot from Sonic Racing: CrossWorlds
Screenshot from Sonic Racing: CrossWorlds

eSports Potential: Controlled Chaos or Unruly Mayhem?

Tournament organizers love tight rule-sets. CrossWorlds can cater by locking builds, banning specific gadgets, or enforcing no-assist drifts. Early community tournaments—run by my local arcade network—already show promise: matches are close, and the “choose your own alternate track” twist introduces strategy layers unseen in any kart racer. But will SEGA deliver a spectator mode with dynamic UI filters? If so, that could attract major eSports leagues. If not, it risks being an insular, hyper-niche title.

Final Verdict: A Real Alternative, If You Embrace the Risk

Sonic Racing: CrossWorlds isn’t here to be Mario Kart 9. It wants to stand on its own—with crossplay unity, radical track shifts, and a modular build system that feels like a kart-racing RPG. It stumbles in places—audio-visual clutter, steep learning curve, and a fragile meta in its infancy—but the foundation is there. SEGA’s biggest challenge will be maintaining balance, delivering on promised post-launch support, and refining that controlled chaos into a spectacle that’s still watchable.

If you’re hungry for more mechanical depth than Nintendo’s racer offers, eager to tinker with builds, or just nostalgic for SEGA’s campy glory, CrossWorlds deserves a spot in your backlog. Just remember: this is a high-octane experiment, not a tried-and-true kart formula. Strap in, expect the unexpected, and let’s see if this blue blur truly carves a new lane.