It’s strangely satisfying when you send some rockets to your 7th place chum and see their ranking climb a few moments later. Thankfully, you have at least some say in your partners’ progress thanks to the item transfer mechanic, which lets you offer up any power-ups you collect and send them to your partners in case they need them more. This could potentially lead to frustration: nobody likes a game where you can do the best that’s expected of you and still lose. It’s all well and good taking the chequered flag, then, but if your partners trundle in at 5th and 7th while another team puts in a solid 2nd-3rd-4th performance, the other mob will get the win. Whereas most races fit the usual leaderboard style points system (15 for a win, 12 for second etc), this time the winner isn’t the racer who finished first, but the team whose combined points total is highest. It’s a bold move, and one that doesn’t entirely pay off in all the ways Sega and Sumo may have been hoping.Īs the name suggests, the main gimmick in Team Sonic Racing is the ability to race in teams of three. ![]() I felt that Transformed was actually more fun than MK8, at least for me, but TSR doesn't come close to either of those games.Now we have Sumo’s third attempt, and rather than taking the ‘Sega Superstars’ theme even further, it’s instead stripped back much of what made Transformed so unique in favour of a ‘safer’ karting game solely focused on Sonic the Hedgehog and his mildly-annoying chums. TSR was made by Sumo Nottingham, and the first two games were made by Sumo in Sheffield.Įither way, I didn't like it as much as the previous two games and I think you have two better kart racers to play on the Switch, CTR and MK8. Perhaps, because the tracks are never as tight or challenging though.įor what it's worth the game is actually made by a completely different team than TSR, so it's not just differences in budget that give the game a different feel. It's not that they feel explicitely bad, but for someone that spent forever grinding lap times in TSR and S&SAR, I just felt that they felt a little bit worse. This sentiment came up in both previews and reviews too. Not like a vehicle with low turning/drifting stats in TSR. The power class in particular feels very stiff and unresponsive. At least not in my experience, it definitely feels stiffer. There are no tracks anywhere near as demanding in TSR as tracks like Burning City Rangers or even a technical but short track like Tree Tops from S&SAR.Īlso the car handling is not the same. So you have all of that mechanical depth stripped away from the core driving, and then you have very straight forward track designs. Plus, the courses themselves are very simplistic in TSR. Also, the item system just seemed flawed, because if you all just pass items to one another, you endlessly get super meter? It seems it's always better to pass your item than to use it immediately, which to me seems like a fairly problematic design flaw. If I'm doing well then I'm usually at the front of the race, at which point I don't care what my team mates are doing. I don't think replacing the boat and plane sections with team mechanics offered an equivalent trade off, particularly because the AI are not in my control. ![]() Snaking was still gone, and there was nothing built into the vehicles to replace it. It felt like we stepped back to 'cars only' but at the same time, we'd still lost all of the mechanical depth of how those vehicles worked. If you go back to the original, instead of those mechanics you had very very fast boost charge while drifting, so you had very effective snaking in S&SAR, they traded that away for more diverse demands on the player across different vehicle types, and that was fun too, but the move to Sonic Racing felt like a step backwards. Pushing your luck with how many tricks you could pull off on a wave, or how close you could get to an object before pulling a way for a risk boost, that was a big part of the excitement in that game. In terms of car gameplay, it's mostly the same yes, but it lacks all of the other modes, and details like the transform boosts, risk boosts and wave-airtime tricks from Transformed, which I think really set it apart in terms of mechanical depth.
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