Decided to take a journey through the Sumo Digital Sonic racing game series. I remember owning this for the Wii 10+ years ago, but didn't remember much about it going in initially. To start, there are 3 main game modes Grand Prix is pretty straight forward, race through 4 tracks in a cup and have the most points at the end to win. Three difficulties in Beginner Advanced and Expert, all affecting how aggressive the bots are. Regardless of difficulty I never had issues with the bots as even on the highest difficulty they could almost never catch me. If you know the lines for the maps, you'll have an easy time maintaining a lead. Only 6 cups with 4 courses each, you can breeze through all the cups on each difficulty in a couple hours. Time Attack is also pretty straight forward, a mode to test how fast you can complete each course. In this game the Time Attack mode only times for a single lap as opposed to all 3 laps. There are staff ghosts you can race, and beating them is required for completion, but they were not difficult at all. I was able to beat all of them first try with Shadow. Mission mode is arguably the most interesting game mode All Stars Racing has to offer, providing different challenges on each of the stages with different scenarios (EX: Drift as much as possible, hit the rival racer a certain amount of times, defeat a boss on the map, etc). You're graded on your performance from D - AAA, with A being the passing rank. Getting AAA on every mission is required for challenge completion, however most of them were pretty easy. There are over 60 missions to do so this is probably where you'll get the most of the challenge this game has to offer, and also probably have the most fun. Characters and Tracks: There are 24 playable characters in total alongside 24 tracks. Out of the whole roster 7/24 characters are from Sonic the Hedgehog while 9/24 tracks are from Sonic the Hedgehog. While it's not too surprising to see Sonic highly represented in characters and tracks, it would've been nice to have a little more variety. The tracks are also a bit disappointing regarding variety. While there are technically 24 tracks in the game, there are only 8 distinct level themes, meaning the same 8 level themes are used 3 times throughout the game (3 Seaside Hill maps, 3 Super Monkey Ball maps, 3 Jet Set Radio maps, etc). This leads to a lot of the tracks blending together visually. If you showed me 2 maps from the House of the Dead series I could maybe tell which track was which, but i couldn't put a name to them. The tracks themselves are also pretty straightforward and a tad boring. While some have hidden routes that reward players who are on the lookout for shortcuts, they are pretty few and far between and most of the time everyone will be on one path. for the whole race. Some of the later maps are a bit trickier and reward players for mastering the game's handling (looking at you Monkey Target), and the track design shines the most with these tougher tracks. Gameplay: All races are 3 laps with 8 players per race. It's a kart racer, you can grab items and use them to attack your opponents. All of your archetypes are covered with trap items, bouncing projectiles, tracking projectiles, etc. The items themselves are pretty bland, mostly just being generic things like boxing gloves and traffic cones, I think it would've been much cooler if these items were references to the SEGA properties in the game. The most unique item is the All Star item. This item is the super flashy powerful attack, and every racer has their own special attack catered to them (Sonic turns in Super Sonic, Billy Hatcher gets on a giant egg to run people over, Ryo gets forklift certified, etc). I really like that each All Star as a specialized icon in the item roulette as well, very nice touch. As cool as these sound on paper you are almost never going to find them as they are exclusively available to players stuck in the back of the pack. If you know what you're doing you will almost always be in the front and will never have access to these items unless you go out of your way to drive poorly and roll for them. The driving controls feel really good. It's very different from other kart racers, using the triggers for acceleration and drifting, which makes the game feel more like an arcade racer. Your primary way of maintaining high speeds is by building mini turbos with drift as well all doing tricks in the air. Bikes characters can also wheelie for free boosts making them much better than those driving normal cars. The main technique you'll need to know for some of the more challenging maps (again, looking at you Monkey Target) is releasing your accelerate to take tighter turns. There is no separate brake button, as your drift and brake button are tied to the same input. This control setup might take a bit to get used to but once it clicks the game feels incredibly satisfying to navigate. Presentation: The game looks fine, about what I would expect from a game designed with the WII in mind. Environments look pretty even if the details are very simplified, I don't really any map being too hard to read save for some parts of the Final Fortress tracks being a bit dark. The music (and character voice clips) is pulled from each series' catalog of music, and you can choose which track plays during your race based on the level theme and what music is associated with it. This is a nice touch, as SEGA has a lot of nice music they pulled from, and changing the music can help break up the samey feeling some of the maps have with shared visuals. The announcer is very fun to have, though some people might find him grating. There is an option to disable him specifically if you don't want to hear his commentary but it adds so much character to the game despite being super corny. The UI is fine, pretty simple but it gets the job done. My biggest issue with the UI is the mini map, or rather the lack of a mini map. Instead of a mini map showing where everyone is on the track, All Stars Racing thought it would be fun to have all race progress be tracked on a straight line, and icons would move closer or further to yours based on how close they are. This *works* but I would really rather have a map on screen to more easily keep tabs on where everyone is. Multiplayer: Local or bust. There is no online option for the Steam version. I don't have anyone who would want to play this game locally, so I couldn't tell you how it is. Other things: Completion is pretty straightforward, I managed to finish every challenge in the game after about 16 hours of playtime, but there were a couple of challenges that were just filler. One of the secret challenges requires you to defeat 100 enemies on a specific type of map with a specific character, something you will almost never do naturally, I had to go out of my way to run multiple 9 lap races going out of my way to kill enemies on the map, this wasn't hard it was just time consuming. The other major slog challenge is the final SEGA miles challenge. By the time i finished every other challenge in the game, including the 100 enemies one I talked about before, i had only gotten 2/3 of the way done with the final SEGA miles milestone. Since I had literally nothing to work towards I had to run a bunch of 30 second long races for over 2 hours just to get enough miles to hit the last threshold. This didn't add anything to the game for me, only extending my playtime by a couple of hours. I assume this was supposed to be supplemented with multiplayer, however as mentioned before this version does not have online play, so you're not getting that unless you have someone to play with locally. I also wish there were options to change input bindings. You are stuck with the defaults whether on KBM or controller. The glyphs in-game also don't update if you're using a controller, so you'll just have to figure out the buttons on controller.
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