{"id":52713,"date":"2025-10-07T00:01:00","date_gmt":"2025-10-06T15:01:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=52713"},"modified":"2025-10-07T15:37:17","modified_gmt":"2025-10-07T06:37:17","slug":"sonic-racing-crossworlds-is-like-a-party-game-on-the-outside-but-tuned-like-a-fully-skill-based-racing-game-on-the-inside-developers-say","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/sonic-racing-crossworlds-is-like-a-party-game-on-the-outside-but-tuned-like-a-fully-skill-based-racing-game-on-the-inside-developers-say\/","title":{"rendered":"Sonic Racing: Crossworlds is \u201clike a party game on the outside,\u201d but tuned like a fully skill-based racing game on the inside, developers say\u00a0"},"content":{"rendered":"\n<p>Unlike previous Sonic Racing installments, the series\u2019 brand-new entry <strong>Sonic Racing: Crossworlds<\/strong> was developed by Sega&#8217;s veteran arcade game division, <a href=\"https:\/\/automaton-media.com\/en\/news\/sonic-racing-crossworlds-controls-are-based-on-20-years-of-experience-making-initial-d-arcade-games-devs-say\/\" target=\"_blank\" rel=\"noreferrer noopener\">known for the Initial D racing series<\/a> and numerous rhythm games. Although Crossworlds offers much of the item chaos and unpredictable fun of a party game, at its core, the developers consider it a serious, skill-based racing game that rewards good racers more than lucky ones. AUTOMATON Japan recently talked to Crossworlds\u2019s creative director Masaru Kohayakawa and Kenji Arai (former Initial D arcade series producer), who told us about their philosophy behind the game\u2019s design and balance.\u00a0<\/p>\n\n\n\n<p>As a kart racer, Sonic Racing: Crossworlds\u2019s gameplay relies on items, which is naturally its biggest difference compared to old-school racing games like the Initial D series. \u201cTraditional racing games, including Initial D, use a rubber banding system to help the chaser\u2019s car catch up to the leading car. Sonic Racing: Crossworlds doesn\u2019t have that. Instead, we use items to provide that boost, so it\u2019s a completely different system,\u201d Kohayakawa explains.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1400\" height=\"780\" sizes=\"auto, (max-width: 1400px) 100vw, 1400px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-002.jpg\" alt=\"\" class=\"wp-image-52717\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-002.jpg 1400w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-002-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-002-768x428.jpg 768w\" \/><\/figure>\n\n\n\n<p>The dramatic turnarounds caused by items are what give Crossworlds its \u201cparty game-like&#8221; flavor. \u201cBut once you actually play it, you&#8217;ll discover that despite its party game appearance, the strategy and tactics are surprisingly deep and well-balanced. At its core, it\u2019s a racing game that\u2019s engaging to play even without items.\u201d &nbsp;<\/p>\n\n\n\n<p>According to Kohayakawa, Crossworlds\u2019s items were added as a substitute to Initial D\u2019s rubber banding, but in a way that doesn\u2019t compromise fair competition. \u201cWe designed the system so that no item guarantees victory, and players always have a way to counter items. The goal was to keep the fun and chaos of a party game, while ensuring that victory ultimately goes to players who think strategically and race skillfully, not just those who get lucky.\u201d\u00a0<\/p>\n\n\n\n<p>The developers were also conscious of making sure the number one position actually comes with benefits, even early into a race. \u201cIn item-based racing games, being in first place is often a disadvantage since everyone behind you can attack with items. That can make players not want to be in first place.\u201d This was tackled by giving the leader the ability to change the whole course midway through the race via Travel Rings.&nbsp;This allows them to select the course that\u2019s better compatible with their own Gadget setup, giving a significant upper hand.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1396\" height=\"782\" sizes=\"auto, (max-width: 1396px) 100vw, 1396px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-001.jpg\" alt=\"\" class=\"wp-image-52716\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-001.jpg 1396w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-001-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251006-52713-001-768x430.jpg 768w\" \/><\/figure>\n\n\n\n<p>On the other hand, to prevent races from becoming too one-sided, Crossworlds had to undergo a lot of fine tuning \u2013 courtesy of the hardcore gamers at Sega. \u201cOur arcade development team includes players who are, frankly, among the best in Japan when it comes to the racing genre.\u201d Kohayakawa explains. \u201cWe had them do countless all-out serious matches, tuning the game until everyone agreed the balance felt right. It\u2019s probably not something many other studios do.\u201d\u00a0<\/p>\n\n\n\n<p>According to the director, Sonic Racing: Crossworlds\u2019s balance is based around the development team\u2019s idea of \u201cracing prowess.\u201d Players with higher racing prowess will generally win, but when skills are evenly matched, the outcome should be able to go either way. &nbsp;<\/p>\n\n\n\n<p>Sonic Racing: Crossworlds is out now for PC (Steam, Epic Games Store), Nintendo Switch, PS5\/PS4 and Xbox Series X|S\/Xbox One. A Nintendo Switch 2 digital edition and upgrade pass are scheduled for release this Winter.&nbsp;<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Interviewer, writer: Haruki Maeda]<br>[Interviewer, editor: Ayuo Kawase]<\/p>\n\n\n\n<p><strong>Related article: <a href=\"https:\/\/automaton-media.com\/en\/news\/sonic-racing-crossworlds-controls-are-based-on-20-years-of-experience-making-initial-d-arcade-games-devs-say\/\" target=\"_blank\" rel=\"noreferrer noopener\">Sonic Racing CrossWorlds\u2019 controls are based on 20 years of experience making Initial D arcade games, devs say<\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sonic Racing: Crossworlds creative director Masaru Kohayakawa and developer Kenji Arai talk about the new kart racer&#8217;s design philosophy.<\/p>\n","protected":false},"author":1,"featured_media":52715,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[17],"class_list":["post-52713","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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