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Team sonic racing tropes
Team sonic racing tropes











There’s some bangers that deserve to be buried in the hallowed crypt of kart racers, like the Clockwork Pyramid, which offers a veritable buffet of neon aesthetics and dangerous hazards. That track list, mind, is one of the game’s weakest elements. You can look at it, you complain about it, but don’t say I didn’t warn you. It heightens the meaning behind who you pick as your avatar beyond typically intangible benefits between weight classes in kart racers. By the way, this is the roster. Tracks typically have portions that play to the strength of each, which makes the whole team concept even more intriguing.

team sonic racing tropes

#Team sonic racing tropes full

There’s a bit of depth buried in Team Sonic too, due to the manageable three-class system: speedsters are resilient to projectiles, technique-based racers can drive over grass or gravel at full speed, and power can smash through hazards without slowing down. Big props to the playtester who probably asked for that option. In-race dialogue isn’t much better outside of the occasionally hilarious interaction (like fellow baddie E-123 Omega shouting “Shadow, why?!” after being pelted in free-for-all mode), though thankfully that can be turned off or forced into “text only” status. You can tell Sega kind of just stuck this in for die-hard fans, as the chance to see characters from different iterations interact (like Silver and Shadow) is neat in theory, but the delivery feels very jilted, like each voice actor is reading their lines months apart from one another. Actually, it’s more of a tutorial, with light bits of voiced banter (dual audio!) between rounds. The “story mode,” and I emphasize the quotes here, will run you through all of this bit by bit. Restricting characters based on team choice is my only real bummer, though it does make things easier to follow (enemy racers and your partners are also highlighted with an aura). The same goes for providing a slingshot trail: I found myself consciously driving with more precision to ensure that my lines were easy to follow and my teammates could stay in them. Dumping useless items has always been a problem in kart racers, so if I’m in first, giving someone a projectile so they can shoot up ahead on my level is a great feeling. I actually love how it all comes together. Upon picking up an item box (of the typical missile, shield, and boost variety, with a few twists) you can choose to give it up to someone on your team, you can skim past a teammate to save them from spinning out, or slingshot ahead by driving in their wake (denoted by track lines) to gain a boost. Standard races typically are comprised of three laps and the placement of each teammate matters in the final scoring system. There are a few things afoot here so I’ll make it as digestible as possible. But before I go any further, just in case you were going to stop reading here, know that a normal free-for-all race mode is fully on offer here, so you aren’t forced into the team shtick.

team sonic racing tropes

It totally fits the whole feel-good vibe of Sonic and works far better than you’d expect.

team sonic racing tropes

The idea is that you race as normal, scoring points for placing, but can get ahead by doing team-centric things, like sharing items with your partners. Team Sonic Racing separates players into squads of three, capping out at four squads for 12 racers at a maximum. Team Sonic Racing (PC, PS4, Switch, Xbox One) The controls are sleek, the roster rocks, and it serves as a greatest-hits tour of Sega’s storied, decades-long history.Īs expected, Sonic and his pals can’t measure up to that same greatness alone with Team Sonic Racing, though Transformed left them a rock-hard foundation to work with. That’s not hyperbole, as you only need to race one lap on the exploding, multi-layered Skies of Arcadia track to feel it. Sonic & All-Stars Racing Transformed is one of the best racing games of all time: in fact, it might be the best.











Team sonic racing tropes