Dai
Combat Butler
Sonic Racing Crossworlds
This is the most fun I've had with a kart racer in over a decade. The dimension-hopping crossworlds system is the best new mechanic I've seen added to the genre since vehicle transformation; with so many tracks that you can be teleported to for the second lap, you'll almost never play the same race twice. The rivals system gives a simple way to fine-tune the level of challenge, while also fixing a problem present in so many other racers by making it feel like you're battling a specific opponent instead of a gestalt swarm.
The core racing mechanics feel very well tuned. Apparently the game was developed with assistance from veterans of Sega's arcade racing team, and you can really feel it in the handling. I don't think I've ever found time trials so compelling in a kart racer before. The pick-ups give more options for countering attacks than I'm used to seeing, so it doesn't feel like I'm quite so at the mercy of racers getting the stronger items. There's a huge number of gadgets for customising your play style. There are lots of unlockables, including kart parts (you can weld any front and back parts together to create all sorts of Frankensteinmobiles), character decals, and alternate soundtracks from across Sonic's history.
The only disappointment is that it doesn't have tracks based on old Sega games like Sonic Transformed, but what's here does sometimes give that mesmerising sensory overload feeling of being in a sit-down arcade cabinet or a Las Vegas casino.
The base roster is all Sonic characters, but it looks like one free character from Sega-affiliated companies will be added each month for the next year (Hatsune Miku is already available), so hopefully it will feel more like a Sonic & All-Stars game in 12 months from now. Meanwhile the paid season pass has characters and tracks for properties licensed from other companies, with Pac-Man and the Ninja Turtles being the main ones I'm looking forward to.
This is the most fun I've had with a kart racer in over a decade. The dimension-hopping crossworlds system is the best new mechanic I've seen added to the genre since vehicle transformation; with so many tracks that you can be teleported to for the second lap, you'll almost never play the same race twice. The rivals system gives a simple way to fine-tune the level of challenge, while also fixing a problem present in so many other racers by making it feel like you're battling a specific opponent instead of a gestalt swarm.
The core racing mechanics feel very well tuned. Apparently the game was developed with assistance from veterans of Sega's arcade racing team, and you can really feel it in the handling. I don't think I've ever found time trials so compelling in a kart racer before. The pick-ups give more options for countering attacks than I'm used to seeing, so it doesn't feel like I'm quite so at the mercy of racers getting the stronger items. There's a huge number of gadgets for customising your play style. There are lots of unlockables, including kart parts (you can weld any front and back parts together to create all sorts of Frankensteinmobiles), character decals, and alternate soundtracks from across Sonic's history.
The only disappointment is that it doesn't have tracks based on old Sega games like Sonic Transformed, but what's here does sometimes give that mesmerising sensory overload feeling of being in a sit-down arcade cabinet or a Las Vegas casino.
The base roster is all Sonic characters, but it looks like one free character from Sega-affiliated companies will be added each month for the next year (Hatsune Miku is already available), so hopefully it will feel more like a Sonic & All-Stars game in 12 months from now. Meanwhile the paid season pass has characters and tracks for properties licensed from other companies, with Pac-Man and the Ninja Turtles being the main ones I'm looking forward to.






