Sonic Racing: CrossWorlds offers plenty, with tons of tracks, characters, and a moreish time trial mode.
We’re just about a month away from the launch of Sonic Racing: CrossWorlds, a high-speed kart racer that’s made headlines over the past year thanks to its well-received closed network test and an abundance of crossover characters.
I recently had the chance to play Sonic Racing: CrossWorlds on two separate occasions; once at McLaren Racing’s headquarters in Woking, England, and more recently at Gamescom 2025.
The former session included a time trial challenge, during which I was tasked to compete with others in setting the best time possible on the game’s opening circuit: E Stadium. A simple course in the vein of Mario Kart 8 Deluxe’s Mario Kart Stadium, it nonetheless houses crucial shortcut opportunities and tight racing lines for those attempting to chase the best times.
And chasing times is something Sonic Racing: CrossWorlds greatly incentivizes, as its time trial suite is incredibly robust. So much so that I think it’ll be the go-to mode for players who’re already familiar with the best Sonic games. After all, it is a franchise that rewards going fast, and yes, CrossWorlds isn’t any different in that regard.Another dimension
Before diving into all this time trial stuff, though, how do I feel about Sonic Racing: CrossWorlds so far? As someone who didn’t play during the closed network test earlier this year, my first hands-on with the game occurred this month at McLaren Racing’s Woking-based HQ.
In short, I think CrossWorlds is shaping up to be a very strong alternative to Mario Kart World which – at least for me – currently does not have the staying power of Mario Kart 8 Deluxe. I naturally am not confident enough to directly compare Sonic Team and Nintendo’s karters until full release, but I’m certainly picking up what CrossWorlds is putting down.
I think what I currently like most about CrossWorlds is its willingness to try something different. Yes, it’s heavily inspired by Sonic & All-Stars Racing Transformed with the return of sea and air racing, but it’s the Travel Rings that are the real stars of the show.
Travel Rings do an excellent job of adding variety to each race. As you approach the second lap, the player in the lead will get to choose one of two Travel Rings to transport all racers to. Usually, you’ll have one visible option, and one that’s completely random.
This is smart, because if the lead player’s kart stats don’t necessarily line up with the non-random option, they have the choice to roll the dice instead.
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