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Sonic Racing CrossWorlds
Race across land, sea, air, space, and time in Sonic Racing: CrossWorlds! Warp through Travel Rings into new dimensions where something new awaits around every…
This caught my attention because Sonic kart racers quietly punch above their weight. Sonic & All-Stars Racing Transformed is still one of the best arcade racers ever, and Team Sonic Racing-while narrower-had clever team mechanics. Now SEGA and Sonic Team are back with Sonic Racing: CrossWorlds, a dimension-hopping entry out today on PS5, PS4, Xbox Series X|S, Xbox One, PC, and Switch, with a Switch 2 version due later. The pitch is wild: race across land, ocean, air, and even space, teleporting through portals mid-circuit while you customize a ride full of gadgets. That’s exciting—if the handling sings.
CrossWorlds lands at €69.99 on PS5/PS4/Xbox/PC and €59.99 on Switch; a Digital Deluxe version runs €89.99 (or €79.99 on Switch) and includes a Season Pass plus Sonic Prime characters (Knuckles the Dread, Rusty Rose, Tails Nine). The Switch 2 edition is coming later—digital during the 2025 holidays, physical in early 2026—with a paid upgrade path for players on existing Switch models, and the promise you can export your content and progression. That last bit is welcome, but the upgrade tax stings.
The base roster pulls from Sonic’s universe and throws in fan-pleasing guests like Joker (Persona 5), Ichiban Kasuga (Like a Dragon), and even Hatsune Miku as free post-launch updates. The Season Pass goes broader: Minecraft (Steve, Alex, Creeper), PAC-MAN (Pac and the ghosts), Mega Man (and Proto Man), plus Nickelodeon content (SpongeBob, TMNT, Avatar) slated for later waves. Each crossover brings themed tracks and vehicles, which is great for variety—assuming they’re not just reskins.
Modes are stacked: Grand Prix (seven cups of four races), Global Matchmaking for ranked 12-player online, Friend/Custom lobbies with granular rules (speed, team size, items, AI difficulty, portal behavior), Time Trial, a Competition Arena with six unique rulesets, and 4-player local split-screen. The new Rival system assigns a taunting nemesis across a GP via unique voice lines—flavor that could add personality if it doesn’t tip into meme spam.

Let’s be blunt: Sumo Digital set a high bar. Transformed’s dynamic track metamorphoses (driving, boating, flying) felt fantastic, with physics that rewarded mastery. Team Sonic Racing’s narrower focus meant tighter balance, but it lacked the cross-franchise chaos that made Transformed endlessly replayable. CrossWorlds tries to split the difference with dimension portals instead of vehicle morphing, promising land/sea/air/space within a single race. On paper, that’s a slam dunk. The question is whether the transitions are baked into tracks with skillful flow—or if they’re flashy warp pads that break momentum.
SEGA’s marketing leans on “gadgets” and upgrades to build the “ultimate machine.” If that means meaningful min-maxing (acceleration vs. drift vs. off-road, plus situational loadouts for portal-heavy tracks), I’m in. If it means stat sticks and meta builds that smother variety, expect sweaty lobbies and frustrated casuals. The best kart racers earn their depth through handling first, builds second.

Performance is the other make-or-break. Nothing kills a racer like inconsistent frame-rate. SEGA hasn’t spelled out targets, but 60 FPS should be non-negotiable on PS5/Series X|S and PC, with a clean 30-to-60 option on Switch. If the Switch 2 version is delayed into late 2025/early 2026, it better deliver enhanced visuals and rock-solid performance—ideally with parity features, not piecemeal upgrades.
Crossovers can be brilliant when they mesh with course design. A Minecraft circuit with destructible blocks and alternate lines? Yes, please. A PAC-MAN course that turns item boxes into pellet chains and ghosts into hazards? That’s inspired. But cramming every brand in gaming into one Season Pass risks Fortnite-ification—lots of recognizable faces, less cohesive identity. The silver lining: SEGA says Joker, Ichiban, and Miku are free updates, which takes some sting out of the €89.99 bundle. Still, with multiple waves “coming later,” expect a long tail of content drops engineered to keep you on the hook.

The rival chatter system could be quietly brilliant here. Sonic’s cast has always carried the series’ personality; letting characters banter mid-GP is a cheap but effective way to make repetition feel fresh. Just keep lines punchy and reactive, not canned.
Sonic Racing: CrossWorlds launches with real strengths—cross-play, split-screen, lots of modes, and some wildly fun crossover picks. The Season Pass and Switch 2 upgrade tax are the red flags, and Sonic Team still has to prove it can match Sumo’s legendary handling. If the physics are tight and performance holds 60 FPS, this could be the blue blur’s best lap yet.
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