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Thursday, June 10, 2010
Sonic & SEGA All-Stars Racing Review
Sonic & SEGA All-Stars Racing Review
Ever since the release of Super Mario Kart, there has been a tried and true formula for “milking” a franchise. Take characters, insert them into go-karts or other similar vehicles, create racetracks, add zany weapons, release to the general public. While there have been a few games that have managed to transcend the scent of milk and become a solid gaming experience, many have been lost to irrelevancy, failing to be anything more than a cash cow. Now, Sega and developer Sumo Digital have combined over 25 years of Sega nostalgia into their own kart racer, aptly named Sonic & Sega All-Stars Racing. Can they transcend the kart racing stigma?
It does not take long to realize that this game has closely emulated the Mario Kart formula. Mascots in cars, bikes, and hovercrafts, racing on racetracks themed after popular Sega games, shooting weapons such as a green boxing glove and a red homing missile at each other. Although it is not original, it is executed well.
Bright, cartoony graphics are the norm in a mascot kart racer, and Sonic & Sega All-Stars Racing does not deviate from this standard. The graphics are easy on the eye with a lit up and excited atmosphere throughout all the menus and racetracks (other than the intentional darkness of Curien Mansion). Those looking for eye candy will be disappointed, however, by this game’s graphical presentation. With the increasing number of games taking graphics to new, realistic heights, it becomes even more noticeable when a game looks dated. While the visuals in a kart racer such as this do not need to be ultra-realistic, it is worth noting that the graphics are not that much better than would have been expected of the previous generation.
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