Platform Tested: 360
Platform(s) Available: 360, PS3, Wii, NDS, PC
Kart Racing
When one mentions Kart Racing games the Mario Kart series tends to be the first to come to mind, having released numerous successful games over the years. Now Mario's old rival is taking to the track (somewhat bizarrely considering how fast he can run). Can Sonic keep up with the Nintendo mascot or will he be left trailing in his dust?
One of the first things to note about Sonic & Sega All-Stars Racing (or Sonic & Sega All-Stars Racing with Banjo-Kazooie on the 360) is that the game is all about fan service; If you love all things Sega then the game will no doubt leaving you squealing with glee on that alone. The game contains around 20 characters, depending on the version (Miis and Avatars make an appearance alongside the aforementioned Banjo-Kazooie combo), from a range of Sega games throughout the years. Obviously a lot of them are from the Sonic series but the game also includes the likes of Alex Kidd, Ryo Hazuki and AiAi to name a few.
As well as the characters, the music is taken from a range of Sega games. The games contains 40 different tracks, a pretty nice selection, and you can scroll through tracks at the beginning of a race if there's particular ones you want to listen to (or avoid). Of course if you want to listen to the music you may want to turn the commentator off; is there a game somewhere which has a commentator who isn't annoying and doesn't constantly repeat the same few phrases? I can't count the number of times I've heard the phrase "Where did you guys learn to drive? A farm."; you know what, yeh, I did, and I'm winning, so get off my case. That said he does have the benefit of letting you know when someone has one of the better power-ups.
And that can be useful to know. The majority of the power-ups are slight variations on the traditional Mario Kart ones. Green boxing gloves instead of green shells, Red Rockets instead of red shells, sneakers instead of mushrooms. Shooting stars turn the screen upside down and rainbows, well, your screen goes rainbow coloured, it's trippy, but not really off-putting; I tend to aim for them; but that could just be me. There's a few others as well but the most important one is the titular All-Star.
The All-Star is the ultimate power up. What it does depends on the character who uses it; Sonic becomes Super Sonic (bet you didn't see that one coming), Banjo initiates Jiggy rain (I could have done with this back in Diddy Kong Racing), and Amigo launches into an infectious Samba (Because Sega characters, obviously, care more about dancing than racing) and so on and so forth.
While it is nice to see a range of different moves, they aren't exactly balanced. In some ways this isn't an issue due to the fact that the very point of them is to be unbalancing. Like most games of this type the power-ups you get tend to increase in potency as you fall down the pack, helping, along with rubber banding, to ensure a competitive race from start to finish. My main issue with the power ups in Sonic Racing is that there isn't so much rubber banding as usual and instead there seem to be a large number of All-Stars per race. In multiplayer this is all very well, it keeps the game fun and gives everyone a chance to win, but in the single player it means you can be winning, and winning well, for a majority of the race only to be overtaken at the last second because an opponent got an All-Star. It's a common problem with Kart games but it doesn't make it less bothersome.
As far as game modes go the game supports online multiplayer, offline multiplayer, single races, Grand Prix mode, Time Trails and Missions (limits etc depend on platform). The majority are pretty self explanatory. A Grand Prix is the best over four pre-selected races, and Missions give you a certain objective on a certain track with a certain character and then rate you on your performance.
Through playing you earn a currency that allows you to unlock the music, tracks and characters which you do not have from the beginning. This system means that, while better players will unlock the content faster you do not necessarily have to be great at the game to unlock things it will just take longer if you aren't as you will get less points for your efforts.
A few other important mechanics worth mentioning (I assume I don't have to go into detail about accelerating); like a number of it's competitors you can get boosts in numerous ways, either by pressing the accelerator at the right moment at the beginning of a race, by drifting, by hitting boost pads or by doing tricks while in midair. In the case of drifting and tricks you can build up to 3 boost levels to unleash once you stop/land.
For the most part though the game follows the fairly standard Kart formula laid down by numerous games before it.
Rating:
Audio: 8/10 [Good selection of music. The commentator however is annoying, if slightly useful]
Graphics: 8/10 [The game has a nice, bright look to it]
Gameplay: 8/10 [Good, solid karting action]
Multiplayer: 9/10 [Great fun, levelled power-ups help to keep the field relatively level and competitive]
Presentation: 8/10 [Nice presentation, if nothing special]
Lasting Appeal: 8/10 [There's a good number of tracks and missions and a reasonable amount to unlock]
Story: -
Overall: 8/10
Overall: 8/10
Better than Ridge Racer 7 - Worse than Mario Kart Wii
Like this? Try Mario Kart Wii
A solid karting game it doesn't quite do enough to propel it above the Mario Kart series but it at least comes close.
Illusion




