Kinda Funny Gamescast: Sonic Racing: CrossWorlds Review
Podcast: Kinda Funny Gamescast
Date: September 18, 2025
Hosts: Tim Gettys (B), Blessing Adeoye Jr. (C), Roger (A)
Barrett hosting/producing
Overview
The Kinda Funny team assembles to give their in-depth review of Sonic Racing: CrossWorlds, the new kart racer from Sonic Team and contributors from the Initial D arcade series. The conversation covers gameplay mechanics, comparisons to Mario Kart, progression systems, visuals, soundtrack, character and crossover strategies, online play, future content, and the ongoing evolution of Sonic games. Each host shares their unique scoring and perspective, leading to animated disagreement and rich debate on the current state of kart racers and Sonic’s modern direction.
Key Discussion Points and Insights
Release Details & Early Impressions
- Release Info: Launches Sept 25, 2025 (Switch, PS4/5, Xbox One/Series, Windows); Switch 2 version TBA ([00:55]).
- Developed by Sonic Team with help from Initial D arcade devs.
- Early expectations in the office trended “meme-level” excited, hoping for a Mario Kart World killer but not sure what to expect ([04:06]).
Review Summaries & Scores
Blessing Adeoye Jr.
- Score: 8/10
- “This game… is fucking awesome. I really, really enjoy this video game.” ([04:37])
- Highlights:
- Enjoys ring teleporter mechanic that splits lap two into alternate routes and fuses tracks together in Grand Prix finals.
- Highly polished presentation: “There are times where I’m looking at this game and I'm like, a Sonic game shouldn't look this good. These characters shouldn’t be so sharp… This game has too much polish for me.” ([06:00])
- Vibrant soundtrack and visuals, deep and rewarding customization, progression system feels meaningful.
- Restores fun in kart racers: “Kind of restored a feeling of enjoyment for me when it comes to kart racers that I think I was looking for a little bit more out of Mario…” ([06:14])
Roger
- Score: 7/10
- “It adds this arcade element that feels like Cruisin’. It feels like my favorite arcade racing games... but at home.” ([07:34])
- Highlights:
- Found the visual flash overwhelming at first but came to appreciate it.
- Less invested in kart customization, prefers character unlocks for progression.
- Looks forward to Switch 2 portability, but main carrot for progression (car upgrades) didn’t hook him.
- “Overall, I had a good time with this. I’m excited to play it on the Switch 2… I’m definitely going to give it a 7 out of 10. It’s a good kart racer, for sure.” ([09:00])
Tim Gettys
- Score: 7/10 (“serviceable, but with a dash of good”)
- Was let down by lack of lasting engagement: “I'm not really going to play much more of this… I was kind of hoping that this was going to be the one to buck that trend.” ([10:00])
- Complains about visuals being “way too noisy and just colorful for sake of colors” and disappointing soundtrack.
- Liked the drift system and the depth of passive perks but not the main item design or core customization focus.
Mechanics & Features Breakdown
Crossworlds Mechanic
- Unique Feature: First-place racer chooses between two alternate “ring portal” routes at the end of lap one; lap three returns to main course ([04:37]).
- Grand Prix finals string together all previous tracks into a final “grand” race, which hosts enjoyed for its spectacle.
Customization & Progression
- Vehicle and “gear” upgrades are the main progression across the game.
- Blessing: customization finally “clicked” in this kart racer, thanks to depth and necessity (“They kind of force you”) ([12:07]).
- Five kart archetypes; unlock new parts and gadgets for performance and perks.
- Example: Bless found his groove with “Metal Sonic on a Shadow of the Hedgehog gear” ([12:52]).
- Gadgets act like license plates w/ passive slots (up to six) for perks (faster drift, ring boosts, etc.).
- Rival system: character-specific rivals for each Grand Prix, with leveled difficulty and unique mid-race dialogue ([14:05], [19:07]).
- Dynamic, but some found randomization “clunky.”
Items & On-Track Power-Ups
- Items offer more defensive/counterplay than Mario Kart, helping players feel more in control ([17:44]).
- Some item effects felt redundant or confusing (“a few… filled a lot of the same buckets”), with less clarity than Mario Kart.
- Bless appreciated defensive overlap; Roger found it contributed to visual/audio “noise” ([17:03]).
Courses & Sonic Fan Service
- Seven main Grand Prix (plus secret/special cup unlocks); later tracks based on Sonic Frontiers, Generations, Superstars ([21:08]).
- Standout levels: casino and “portal” crossworlds—set piece flair and visual fireworks ([21:21]).
- General feeling: custom set-piece tracks more memorable than the generic mall/museum style.
- Strong Sonic franchise representation: references not just from games, but TV, film, etc. (“Mellow Fellow says this is the Sonic Generations equivalent for the franchise…” [24:00]).
Character Roster, Crossover Approach & Unlock Model
- First-party Sonic roster is robust. “Character roster is fucking awesome.” ([24:14])
- Discussion around locked crossover characters (Hatsune Miku, Joker, Ichiban, SpongeBob, etc.) being free but time-gated by monthly rollouts, not unlockable via play or tickets ([28:27]).
- “It was just a weird release strategy and something that I think is a huge misstep… specifically when people are like, ‘Man, I want to play as Ichiban.’ Well, they have no incentive now to buy this video game.” – Roger ([30:14])
- Crossover DLC characters (e.g., Hatsune Miku) lack dialogue/rival banter, making them feel “lesser,” especially given Miku is a vocaloid and could easily have voice lines programmed ([31:35]).
Online & Multiplayer Modes
- Basic online implementation—single race matchmaking; no robust ongoing Grand Prix or playlist systems ([32:26]).
- “Race Park” mode geared toward local co-op/multiplayer, but limited appeal offline.
- Minimal incentive to keep grinding after main Grand Prix are complete.
Longevity, Cosmetics, and Replay Value
- Cosmetic unlocks exist (titles, decals, alternate costumes for some characters) through “friendship” system—but no major character skins or alternate models, a surprising shortcoming ([36:03]).
- Red ring collectibles and friendship levels offer light replay incentive.
- Most hosts indicated they were “done” after trophy-ing/crowning Grand Prix, but would return for major DLC weeks or Switch 2 portability ([33:34]).
Notable Quotes & Memorable Moments
- “This game… is fucking awesome. I really, really enjoy this video game.” – Blessing ([04:37])
- “A Sonic game that you could say is great without being like, well, it’s a seven that feels like an eight.” – Roger ([07:25])
- “I feel like it is way too noisy and just colorful for sake of colors… And I usually can be like, ‘Well, I like the music. I like just the atmosphere.’ I kind of don’t in this.” – Tim ([10:00])
- “The amount of times where I have an item coming at me and I had something where I'm like, let me just throw this backwards… so many of those things worked, which made me feel a better sense of control than I typically get in kart racers.” – Blessing ([17:44])
- “Having these characters, specifically the fact that they're free, locked behind month exclusives for a $70 game is very bizarre… a disappointing situation.” – Roger ([30:14])
- “You want to play Sonic Adventures 2 that is good? You don’t! You want it to be bad.” – Tim ([41:55])
Speculation: Sonic’s Future & Franchise Trajectory
- Broad consensus: Sonic games are arguably on their best streak in decades, possibly finally “losing the caveats” about quality ([39:08]).
- Speculation on what’s next: Frontiers 2, another 2D game, Sonic Heroes remake, or an elusive Shadow spin-off? ([40:36]-[46:39])
- Anniversary years (30th, 35th) may set up more remakes, remasters, or “Generations”-style nostalgia projects.
Timestamps for Key Segments
| Timestamp | Topic / Quote | |-----------|---------------------------------------------------| | 00:55 | Release details, Initial D devs collaboration | | 04:06 | Early impressions, meme expectations | | 04:37 | Blessing’s major verdict and initial praise | | 07:25 | Roger’s review, comparison to arcade racers | | 09:00 | Tim’s review, disappointment with visuals/music | | 12:07 | Customization depth, archetypes, gadgets | | 14:05 | Rival system explained | | 17:44 | Defensive items, control vs. chaos | | 21:08 | Course types, secret cup, crossworld highlights | | 24:00 | Fan service, Generations-style references | | 28:27 | Crossover DLC character rollout complaints | | 30:14 | Monetization critique (Roger) | | 32:26 | Online and multiplayer, lack of features | | 36:03 | Cosmetic rewards, “friendships” system | | 41:55 | “You don’t want to play Sonic Adventures 2 that is good...” ([Remake debate]) | | 46:39 | Shadow game, future speculation | | 50:58 | Closing thoughts, franchise trajectory |
Conclusion
Sonic Racing: CrossWorlds is a well-made, feature-dense kart racer that leans hard into Sonic fan service while experimenting with mechanics and progression. Big points for its portal-lap gimmick and robust character roster, but some design missteps—overemphasis on car upgrades vs. character unlocks, noisy visuals, lackluster online, weird time-gated free DLC—temper enthusiasm for all but the most “Sonic Sicko” fans. Still, it’s the most polished Sonic racer ever, and for some, it recaptures the joy of kart racing that’s eluded the genre for years.
Final review roundup:
- Blessing: 8/10, “restored a feeling” for kart racing
- Roger: 7/10, “good time, arcade happiness, but limited progression”
- Tim: 7/10, “serviceable with a dash of good, but not for me”
Best for: Sonic superfans, arcade racing nostalgists, anyone hungry for a new type of Grand Prix.
Wait for the Switch 2 version—or that Ichiban DLC—if you’re not sold yet!
