Kart racing is traditionally a solo
sport. And quite a vicious one, too. Anthropomorphic apes and polar
bears with opposable thumbs are often more than willing to maim others
with explosive projectiles for that place on the podium. Mario, Sackboy, Crash:
all nasty bastards. The people of Sega don’t want to champion the
individual anymore; they believe the collective’s triumphs are far
greater. Team Sonic Racing needs its Rouges, its Blazes, and its stupid
large cats with unimaginative names, just as much as it needs its
titular fast lad.
In Sonic & Sega All-Stars Racing and Sonic & All-Stars Racing Transformed,
Sega celebrated solo efforts, but Team Sonic Racing – as the name
suggests – takes an approach more akin to motorsports like F1. Races pit
four teams of three against one another, with each participant picking
up a set number of points depending on their position once they’ve
crossed the finish line. The tally of each trio is made up of its
racers’ given points, and the team with the highest score wins. Your
success in the totting-up phase is dependant on your togetherness during
the three laps prior.
By interacting with your teammates during the race, you’ll be in a
better position to finish first when all is said and done. The
best-positioned driver in a team leaves a gold racing line behind them,
and allies can use that to fling themselves forward by driving along it
for a bit; you can give teammates a boost by skimming past them whilst
overtaking; and unwanted power-ups can be magically handed off to your
friends if you think they’re more in need of the homing missile you have
in the bank. If you’re a friendly squad of colourful irritants you’ll
be able to perform an Ultimate move that will propel you forward at
blistering speed. The Fuck You move: you’ll obliterate anyone or
anything in your path. This unity pushes Team Sonic Racing above your
average kart racer. I always feel compelled to check where my two
buddies are, and if they’re in need of help I’ll chuck some rockets or a
few bombs their way. A simple, delightful departure from the selfish
norm.
My first power-up was a blue box. I dropped it behind me, the VO guy
shouted ‘CUBE!,’ and I knew I’d unleashed a six-sided solid of mass
destruction. And then everyone breezed past it. His enthusiasm was the
most exciting part of that whirlwind four seconds. Apart from a couple
of pick-ups that embrace the silliness of it all – such as one that
obscures the vision of others with huge musical notes – they’re all
quite uninspired. And, like the speed boost that’s just a speed boost
and the other speed boost that also shoots some fire out of your
exhaust, they’re usually very similar. There are many aspects of these
characters that could’ve been utilised for far cooler power-ups: Tails
and his planes, Shadow and his firearms, Knuckles and his burrowing.
Comparisons to what Mario Kart offers are only natural, so more pick-ups
that pull on Sonic’s goofy bullshit would’ve been appreciated. Team
Sonic Racing does differentiate itself from its biggest rival in the
genre in how its different classes behave on the course, though.
There are three different racing types in each team: Speed,
Technique, and Power. The speedy ones can defend themselves against
projectiles, the technical types won’t suffer slowdown over rougher
terrain, and the powerful units can plow through track barricades with
ease. If you’re competent, your chosen racer type shouldn’t matter as
much as is first made out; you can nab first on any of the courses,
regardless of what type of kart you’re driving. Although, the difference
between classes is noticeable, so you may have an easier time getting
that gold with a specific type on a specific course. Cars are
customisable too, so if you want the Goldie Lookin Chain-looking Vector
(the most powerful of all Beats By Dre-wearing crocodiles) to be as
nippy as Amy in her coupé convertible, you can fiddle about with the
three fiddleaboutable parts of his vehicle to make it so. Buffing one
stat, such as speed, might degrade your defence or acceleration, meaning
vehicle alterations have a nice weight to them. All performance parts,
as well as cosmetics, are acquired through loot boxes, which can be
opened using the in-game currency that’s doled out at the end of races.
It’s an unnecessary middleman system, but you can at least take solace
in the fact that you’re never asked for your card details.
The narrative in the game’s single player Team Adventure mode isn’t
only unnecessary; it’s absolutely dreadful. So, while the blue hedgehog
and his pals are having a nice picnic, a mustachioed tanuki, in one of
Kat Slater’s finest shawls, rocks up and invites them to battle it out
in a series of races for… eh… some reason? Eggman comes in later. And
then Silver feels a bit dodgy about it all. Big the Cat says some
moronic things, if I remember correctly, and I’m positive I do.
Conversations are painfully awkward, and occur in what appear to be
quickly whipped-up Photoshops rather than in-game or pre-rendered
cutscenes. Look, I can’t completely bash it, because you’re able to skip
these woeful exchanges very easily, which is a wonderful mercy provided
by developer Sumo Digital. Thanks, gang!
Don’t skip on the variety in Team Adventure, though. On top of the
racing, there are plenty of timed sprints to break it up. These revolve
around you getting as high a score as possible by shooting down targets
or collecting rings before the timer runs out. These distractions
provide some of Team Sonic Racing’s tastier single player challenges,
especially in the earlier chapters. They’re not all winners: the ones
where you must slalom you’re way around star posts are unforgiving to
the point they feel unfair.
The tracks themselves contain the right amount of challenge, putting
forth an array of obstacles for you to contend with, such as giant
caterpillars, rolling rocks, and pipes that spew toxic goo. Y’know...
Sonic stuff. And that’s in amongst all the gravity-defying
loop-the-loops, divergent paths, and barrier-breaking bursts of speed.
And joy. Sonic’s third kart racer doesn’t have the wealth of franchises
to pull from, like his previous outing behind the wheel, making some
courses look a tad samey in Team Sonic Racing. Still, Sumo Digital has
still done a great job in making this feel oh so very Sonic, with oodles
of lovely, vibrant, cartoonish joy.
The framerate issues you encounter when the action gets too manic for
the game are also quite Sonic. It never hindered me to the point of
frustration, but it happened enough to warrant a mention. Hopefully it’s
addressed in an early patch, because Team Sonic Racing glistens when
its running at full speed. Like the cars in the game, y’see. It has its
faults – what Sonic game in the last 25 years doesn’t? – but the
team-focussed spin on karting is a terrific new direction for the
series.
Developer: Sumo Digital
Publisher: Sega Available on: PlayStation 4 [reviewed on], PC, Xbox One, Nintendo Switch Release date: May 21, 2019
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