| GAME INFORMATION : Release Date: September 25, 2025 Players: 1 player offline | local split-screen for 2 to 4 players | online multiplayer for up to 12 players | crossplay between all compatible platforms | online is 1 player per console Genre: Arcade racing | Kart Developer: Sonic Team with support from SEGA AM2 studio Publisher: SEGA Available languages: Interface and subtitles in Brazilian Portuguese, English, Spanish, French, Italian, German and Japanese | Audio in English and Japanese, with additional regional dubbing in some territories such as Italian | availability may vary by region/platform Available on platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch 2, Nintendo Switch, PC via Steam and Epic Games Store Age Rating: ESRB E (Everyone) | PEGI 7 | Brazil: Free Game reviewed on platform: Nintendo Switch 2 |
I grew up on kart racers, and few things get my pulse racing like a starting light counting down and a crowd of bright mascots itching to floor it. Sonic Racing: CrossWorlds grabbed me immediately and did not let go. I played on Nintendo Switch 2 in both docked and handheld modes, and across late nights of Grand Prix grinds, couch co-op chaos, and time trial obsession, one thing kept hitting me: Sonic Team finally nailed the identity of a Sonic kart racer. This is not a reskinned copy of the genre’s king. It is faster, louder, trickier, and packed with smart systems that reward practice without shoving newcomers off the track.
The hook is in the name. On lap two, a giant ring rips reality open and slings every racer into a different world, then spits you back for a remixed lap three. It sounds wild on paper, and it is, yet it somehow flows. Add vehicle transformations on land, water, and air, a Rival who hounds you across events, and a build system that lets you craft your own driving style, and you get a racer that keeps surprising you long after you know each hairpin by heart.
Below is my full breakdown for Nintendo Party readers, with the Switch 2 experience front and center.
Mechanics and Gameplay
CrossWorlds is arcade racing at blistering speed. The controls are simple in the best possible way: accelerator, brake, drift, item, trick. The depth blooms from what those inputs chain into. Drifts charge a three-stage boost meter that you can feather or hold for one huge sling out of a corner. Land a ramp jump, flick the stick to style midair, then cash in the trick for another jolt. The game constantly asks you to stitch boosts together, and when you hit that flow state it feels like drawing calligraphy at 200 kilometers per hour.
The CrossWorlds twist is the star. Lap one teaches, lap two mutates, lap three tests. Being in first at the end of lap one lets you choose between two destinations. A flight-heavy world will favor precise vertical drifts and line discipline. A water route pushes you into charge-jumps and trick rhythm. Sometimes the ring “glitches” and sends everyone somewhere unexpected. The genius is that you cannot over-memorize races. You plan for your base track, then prepare a balanced build that can adapt to a mid-race detour. That one decision elevates replayability sky high.
Transformations return from the Transformed era. Cars handle with the series’ signature drift focus. Boats trade drift boosts for charge-jumps that convert timing into speed. Planes reintroduce drifting in four axes, letting you carve the air and harvest boost gates at different elevations. The systems talk to each other, so a trick-centric gadget build also sings in water and air.
Items are plentiful and punchy without feeling like coin flips. Homing gloves, sawblades that bisect cars for a beat, magnets that tug rivals off line, panic-button shields, the infamous Monster Truck that turns you into a road-flattening menace. The meta defers to skill because of rings. Rings equal speed. Take a hit, you drop rings, your top speed dips, but smart routing and ring recovery can stabilize your pace fast. I kept building panels that reduce stun time or grant early protection, which encourages offense and defense without making comebacks impossible.
The Rival system is pure personality and pressure. Before each Grand Prix you get a designated nemesis with a level from 1 to 10. They trash talk on grid, tailgate you mercilessly, defend with intent, and snipe item boxes you want. Beating a high-level Rival feels like winning the race behind the race. The game tracks your Rival record, which had me hunting rematches just to wipe a smirk off Eggman’s face.
Modes have real legs. Grand Prix is the core: three standard races, then a finale that stitches one lap from each track into a single showdown, awarding a three-point bonus to the winner. Race Park is the party box of team rule sets, like ring-collect competitions, hit-counter battles, or “everything is on Extreme” chaos. Time Trial surprised me most. With the lap-three remixes and collectible boost items, there is a puzzle-like cadence to shaving seconds. I burned hours chasing A and S times just to unlock a new song for the jukebox.
Progression is sticky. Donpa Tickets rain in for basically everything and fund your vehicle parts, decals, horns, and, crucially, mid-cup retries. If a last-corner dogpile ruins your points, you can spend a modest ticket fee to retry that race instead of replaying the whole cup. That one quality-of-life choice kills frustration and keeps the grind joyous.
Gadgets are the system that made me fall in love. You get a plate with up to six slots, and more than seventy unlockable gadgets that alter handling, boost charge, ring capacity, starting items, item odds, drift behavior, and weird, wonderful tricks like a spin drift that damages anyone you brush. Heavy gadgets cost more slots, so you choose between a few majors or a suite of minors. I kept five saved plates: a drift demon for time trials, a ring-economy build for high-speed cups, an aerial dominance set for flight-centric CrossWorlds, a bruiser kit for team battles, and a “safety” plate for learning new tracks. None of this replaces skill, but it lets you express it.
Graphics
On Switch 2, CrossWorlds shines with a bold, readable art direction that prioritizes speed clarity without sacrificing spectacle. In docked mode, image quality is crisp with dynamic resolution that quietly scales during the highest stress moments. Visually dense tracks pop thanks to layered color design, bright signposting, and strong parallax. You always know where the racing line lives, even when the screen goes full fireworks.
Track variety is a love letter to Sonic’s history and a victory lap for SEGA’s arcade DNA. Radical highways with cable-top sprints, coastal harbors with rocket launches that physically alter lap three routes, neon malls with flowing S-curves, snowy caverns that pivot to boat lanes, steampunk skylines with winding verticals, ancient temples with smart risk-reward splits. The best trick is how lap three adds fresh geometry. A collapsed viaduct, a floodgate opening a water cut, a new flight tier lined with boost rings. It keeps races legible while injecting novelty.
Character models are expressive and lively, with mid-race animations, waving, jeering, and clear silhouettes in split-screen. Vehicles, boards, and parts mesh cleanly when you mix and match, and the cosmetic system’s paints and decals look great even at handheld viewing distance. Effects are punchy but disciplined. Boost flames, ring showers, item telegraphs, and portal splashes sell speed without drowning the HUD.
Handheld mode impressed me most. The smaller screen concentrates detail and makes motion blur feel natural. Visual compromises are understated and sensible, like dialing back reflections in dense water sections and trimming shadow resolution during four-player splitscreen. The overall look is glossy arcade postcard energy.
Audio
This soundtrack absolutely rips. It is an energetic mixtape of new bangers and lovingly reimagined themes from across Sonic’s eras, arranged to fit CrossWorlds’ rhythm. I kept building lap-by-lap playlists in the jukebox just to hear how tracks crescendo into final-lap mayhem. The music never shies away from guitars and punchy percussion, yet it also gives room for airy synths and playful motifs when races pivot to flight.
Sound effects are clean and communicative. The ring chime is a tiny dopamine hit. Item telltales cut through the mix, so you know when a homing glove is in the air or a sawblade is carving toward your bumper. Drift charge cues make it easy to time a perfect boost exit while music is roaring. Monster Truck’s body slam lands like thunder, which is exactly as it should be.
Voice lines add spice. Rivals taunt, panic, and preen, with contextual quips that sell relationships and rivalry. In long sessions a handful of catchphrases repeat, but the overall VO gives every grid personality. The announcer stays in the background, which I appreciated, and the mix keeps engine layers growly without masking the soundtrack.
Fun
This is one of those racers that devours evenings. The CrossWorlds layer keeps cups unpredictable. Gadgets turn tinkering into a hobby. Rings reward consistent driving and route knowledge. Rivals inject a storyline into every event. The transformation triad breaks any chance of monotony. And that finale lap-stitch rule is a perfect capstone that makes every cup feel like a small saga.
With friends, the fun spikes even higher. Race Park’s team rules create couch-co-op micro goals, so even the player mastering lines can work with the player mastering item timing. The retry token system prevents “one bad race” grumpiness from derailing a session. Four-player splitscreen holds up well on Switch 2, and the readability of tracks means even newer players fight for meaningful placements.
Solo longevity is real. Time Trials are basically snackable puzzles. Collectible Red Rings in races push you to explore alternate paths. Cosmetic unlocks are plentiful. Tuning vehicles to specific tracks is an evergreen chase, and high speed classes like Sonic Speed and Super Sonic Speed ask you to learn restraint as much as aggression.
Most importantly, the handling loop is fun minute to minute. Even a mediocre finish feels great if you nailed a drift sequence, threaded a risky ring line, and stuck a flight weave through boost gates. It is the rare racer where simply driving is satisfying.
Performance and Optimization
On Nintendo Switch 2, CrossWorlds targets 60 frames per second, and the game mostly hits it. Docked play felt smooth throughout standard races, with brief dips during the heaviest screen-filling item storms or in the busiest CrossWorld portals. The dynamic resolution scaler does its job quietly to protect frame time. Handheld mode is equally solid, with rare, short hitches when four players pop Monster Truck at once or when a portal warp coincides with heavy geometry swaps.
Split-screen is where the stress test lives. Two players stayed comfortably near the 60 target in my testing. Three and four players held up admirably, with occasional soft dips in water-dense segments or high-effect battles. Input latency remains snappy, which matters more than a perfect graph in an arcade racer.
Loading is quick. Jumping between races and portals is near-instant, which is critical to sell the CrossWorlds illusion. The menu flows well and applies cosmetic previews without sluggish redraws. Online play benefits from crossplay matchmaking and rolled smoothly during my sessions, with netcode feeling resilient to minor jitter. Races backfill with bots so lobbies start quickly.
A few notes. Water handling can feel slippery until you tune your build or practice charge-jump timing. A couple of item balance outliers, like Monster Truck duration in lower skill lobbies, may get tweaks. The gadget unlock curve ramps steeply toward the rarest pieces, which is great for long-term goals but will make day-one online a little uneven until everyone has a baseline plate. None of these issues dented my overall experience on Switch 2.
Conclusion
Sonic Racing: CrossWorlds finally gives Sonic a karting identity all his own. It is fast, flamboyant, and surprisingly strategic, with a mid-race dimension hop that never gets old, transformations that meaningfully change the feel of driving, and a gadget system that lets you build a style and chase mastery for months. On Nintendo Switch 2, it looks sharp, sounds fantastic, and runs the way an arcade racer should. Whether you are a time trial tinkerer, a couch co-op ring-gobbler, or an online hothead hunting nemeses, this package delivers.
Do I recommend it? Absolutely. CrossWorlds slots straight into my rotation as one of the best arcade racers of the modern era, and it is the Sonic racing game I have been waiting for.
Pros:
- CrossWorlds lap-two portals keep every race fresh and strategic
- Tight drift system with satisfying, stackable boosts
- Land, water, and air transformations all feel distinct and rewarding
- Gadget plates enable deep buildcraft and playstyle expression
- Great track variety with clever lap-three remixes
- Punchy soundtrack and clear, informative audio mix
- Strong solo and party modes, smart mid-cup retry with tickets
- Solid 60 fps target on Switch 2 in docked and handheld, quick loads, smooth crossplay
Cons:
- A few voice lines repeat during long sessions
- Water handling has a learning curve for newcomers
- Monster Truck and a couple of power items can dominate low-skill lobbies
- Gadget unlocks skew grindy toward the rarest mods, creating early online disparity
- Three to four player split-screen shows occasional soft dips in effect-heavy scenes
Rating:
Graphics: 10.0
Fun: 10.0
Gameplay: 9.5
Sound: 9.8
Performance and Optimization: 9.5
FINAL GRADE: 9.76 / 10.0
* Review produced from a copy of the game provided by SEGA.