

Team Sonic Racing, by contrast, is just kind of there. It drew from from SEGA’s long and occasionally storied history, threw in a bunch of distinctive vehicles, and generally made for a pretty fun experience. After all, while that game also wasn’t quite on par with Mario Kart, it was still a pretty strong racer in its own right. No, what makes Team Sonic Racing disappointing is that it’s not as good as Sonic and All-Stars Racing Transformed, Sonic’s previous kart racer outing. After all, Mario Kart has been the standard against which all other kart racers are judged for a couple of decades now, so failing to meet (let alone surpass) that franchise is no failing on the part of any game– not even one with as stored a rivalry with Mario and co. If you’re looking for a fun romp with the Blue Blur and his pals, definitely check this one out.What’s disappointing about Team Sonic Racing isn’t just that it’s not Mario Kart. In spite of its flaws, Team Sonic Racing is a fine and fast-paced chapter in the annals of Sonic gaming.
Team sonic racing switch review mod#
I might not have the patience for any more Mod Pod shopping, however. I’m even ready to go back and scoop up some of the completion markers I missed the first time around. Some of the campaign stages landed with more grace than others, but the races themselves feel great. The Sonic aesthetic is plastered over every surface, the songs kick you out of your chair, and teamwork system adds a lot of mileage. Too Many Taps On The BrakesĪlthough I found a few cracks in the facade, I still had some decent fun with this game. It’s a curious phenomenon that makes the game feel worse in retrospect. These blemishes don’t elevate the moments of speed. No single element of the gameplay feels truly slow, but a look back at my playthrough reveals a lot of flat spots. Even drifting through the menus requires minute displays of patience. The tiny gaps that make up every Mod Pod purchase. The quiet stretches on every course devoid of boosts or obstacles. The stack of loading screens served with every Grand Prix. Scattered throughout any given play session are tiny dead zones. It’s genuinely baffling.Īll of these little grievances add up to one major flaw, that of the pacing. Spending 400 credits becomes an exercise in patience and perseverance. You spend ten credits at a time, watching an endless succession of bonus boxes and hubcaps blast by. Against all expectations, opening Mod Pods in Team Sonic Racing is made monotonous and rote. The hard part, somehow, is spending these credits. A couple hours of playing will see you flush with cash, no matter your skill level.

You earn credits for every race you finish.

While there are a lot of parts to earn for every vehicle, acquiring them is kind of a drain. Kitting out your ride keeps it proper fresh, after all. One surefire way to stave off monotony is through customization. Even keeping these side missions in mind, I still felt like I was repeating myself a little too often. A portentous lack of said skills, you might say. There are challenge stages to break things up, but I mostly avoided them for um, skill reasons. If you’re not racing once, you’re doing so four times in a row, or maybe racing with a limited health bar. So what gives? Admittedly, a campaign in a racing game has limits on variety and novelty. Are there not that many level environments to work within the Sonic franchise? I’m pretty confident this isn’t the case. It seems like every level is so good, they felt the need to use it at least three times throughout the campaign. It’s only after playing Team Adventure for a few hours that you start seeing the same stages over and over again.
