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Having resurrected The Crew, devs behind fan revival project are now working on a big mod to restore the racer to "greatness"
Game Updates

Having resurrected The Crew, devs behind fan revival project are now working on a big mod to restore the racer to “greatness”

by admin September 28, 2025


Earlier this month, fan-made revival project The Crew Unlimited, brought Ubisoft’s decommissioned racer The Crew back to life in server emulated PC form. Now, its devs have put out an update outlining a couple of things they’re working on to try and take things to the next level.

This looks to be the first time the group have been able to catch their breath since releasing The Crew Unlimited on September 15th, having had to work flat out on fixes for teething issues in the immediate aftermath. Some of those problems stemmed from some players having acquired broken versions of The Crew’s game files from “shady sources”, with TCU’s devs saying they aren’t responsible for the server emulator not working in these cases.

That brings us to the ‘post-launch recap and what’s next’ post The Crew Unlimited lead Whammy put up on the project’s Patreon page late yesterday. “The reception has been quite overwhelming,” they wrote to kick off. “We’re extremely grateful for all the support we’ve received, it really means a lot to us. The amount of people who were eagerly awaiting the return of this decade old game really says a lot about how much this game means to people.”

Getting down to brass tacks, Whammy wrote that the team’s current focus is getting some more “important fixes” for their creation’s launcher and server out of the door, with the former also set for an interface rework. In the long-term, there are two larger initiatives they’ve got in the works, with one being a beefy overhaul mod and the other being a revamp of the project’s website that’ll integrate it with the game’s resurrected online multiplayer.

Starting with the mod, which the modders are collaborating with other Crew community members on, it’s “a collection of essential and lore-friendly fixes, improvements and content restorations”. The goal is to bring The Crew back “to a level of greatness it once had, while retaining all the new DLC content and features”, as The Crew Unlimited’s creators aren’t fans of the “abysmal state” Ubisoft left the racer in once its last updates rolled out. The group seem to particularly dislike the effect 2015’s Wild Run update had.

The second addition the works is dubbed “TCU Net 2.0”, and will be a revamp of The Crew Unlimited’s current website that’ll introduce a system of online features linked to the project’s in-game online experience. For instance, you’ll be able access the likes of “user profiles, scores, friends, posts, [and] rewards”. It sounds quite Rockstar Social Club-ish in principle at least, so it’ll be interesting to see if the modders can pull it off.

“As you can see, we have quite ambitious goals,” Whammy concluded. “But with enough time and your support, we believe we can achieve them.” Given the achievement that just getting their server emulator up and running likely was, it’s cool to see the team continue to aim high. The question remains as to whether The Crew Unlimited might face some lawyerly action from Ubisoft at some point, if the publisher believes it has a case, but all appears quiet on that front thus far.



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September 28, 2025 0 comments
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Turtle Beach Racer
Product Reviews

Turtle Beach Racer review: a top budget-friendly option with some very neat ideas

by admin September 27, 2025



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We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Turtle Beach Racer: One-minute review

The Turtle Beach Racer absolutely has the potential to shake up the entry-level racing wheels market. Sim race enthusiasts need not apply; the Racer is a relatively basic offering that ditches higher-end features like force feedback and on-screen displays – the likes of which we see from the Thrustmaster T248R et al. But for more arcade-adjacent racing games like Tokyo Xtreme Racer and Forza Horizon 5, the Racer is a bit of a cheat code to unlocking even more fun from such titles.

I’ve had a blast testing the Turtle Beach Racer over the past week. Don’t let its relatively low price point fool you; it boasts surprisingly good build quality and is impressively versatile to boot.

While a pair of clamps on the base means you can mount the wheel on a desk, the inclusion of a pair of lap rests allows you to sit back and essentially use the Racer more like a traditional controller if you prefer to play on the couch. That’s driven (hehe) home even more with the addition of wireless connectivity via a 2.4GHz dongle compatible with Xbox Series X and Series S, and PC. No PlayStation-compatible version exists at the time of writing.

Put simply, the Turtle Beach Racer is one of the best Xbox racing wheels I’ve tested in a while. There are some small issues, like the slight bump you’ll feel every time the wheel travels past neutral, and the lack of a pedal set (you’ll instead use the rear paddles for acceleration and braking by default) puts a dampener on immersion. But overall, this is a very impressive package for the price, and makes for a great product for first-time wheel owners or younger players.

(Image credit: Future)

Turtle Beach Racer: Price and availability

  • $179.99 / £139.99 / AU$299
  • Available to buy now
  • Pricier than some budget models, but comfortably under the mid-range bracket

The Turtle Beach Racer is available to buy now for $179.99 / £139.99 / AU$299. It’s on the higher end of that budget ballpark, but it is comfortably more affordable than mid-range wheels that offer more features like the Thrustmaster T248R and the Logitech G923. It’s also costlier than similar budget wheels like the Hori Racing Wheel Apex ($119.99 / £99.99), though I do prefer what’s on offer here with the Racer at a slightly higher asking price.

Turtle Beach Racer: Specs

Swipe to scroll horizontally

Price

$179.99 / £139.99 / AU$299

Weight

7.5lbs / 3.4kg

Dimensions

11.7 x 11.1 x 10.9in x 297 x 282 x 277mm

Rotation

360 degrees

Connection type

Wireless (2.4GHz), Wired (USB-C)

Compatibility

Xbox Series X, Xbox Series S, PC

Battery life

Around 30 hours

Turtle Beach Racer: Design and features

As I mentioned in my initial Turtle Beach Racer preview at Gamescom 2025, it was the product’s build quality that immediately surprised me. It’s not something that many budget-facing wheels are known for, and while the Racer’s build is primarily plastic, it’s of a good quality. Plus, there are a number of flourishes that take the overall build up a notch.

The steering wheel’s rubberized textured grips are extremely welcome, allowing for a slip-free racing experience. The lap rests, meanwhile, are metallic and have a satisfying weight to them. They each have a strip of textured rubber, allowing them to sit firmly in place. The lap rests can be adjusted, too, meaning you won’t necessarily need to squish your thighs together. I preferred to place mine as far out as they could go, and was able to sit comfortably in my Razer Fujin Pro office gaming chair while playing.

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On-board buttons aren’t particularly anything to write home about, but they feel good to press and are all within reach of the wheel itself. There’s a good amount here, too. You’re getting a d-pad, face buttons, and three multifunction buttons that you can assign to your preference.

A pair of pressure-sensitive paddles sit on either side of the wheel, and they’re impressively sturdy. That’s important, because you are likely going to use these for acceleration and braking in the absence of a set of pedals. These are the left and right trigger equivalents on the best Xbox controllers, and were assigned as such across all games I tested.

(Image credit: Future)

Turtle Beach Racer: Performance

I have very limited desk space at my home office, so I personally think that the inclusion of lap rests with the Turtle Beach Racer is a great, forward-thinking addition to the overall package. What’s important to note here, in relation to performance, is that I felt no loss of control in using the lap rests over the more traditional desk clamps. And having tested both methods for this review, either of them is a fine choice for your racing sessions.

Initially, I did feel as if the default wheel sensitivity was a bit on the low side, across titles like Forza Horizon 5 and Tokyo Xtreme Racer. However, this was quickly remedied with the Turtle Beach Control Center 2 software, which you can download on PC and Xbox consoles. Here, I was able to adjust sensitivity and remap buttons to my liking.

Another issue I had with the wheel is the slightly uncomfortable bump sensation when it returns to neutral. Let go of the wheel, and it snaps back to its default center position almost immediately. This means that while turning left to right, you will feel a bit of a hitch as it passes that neutral zone. I got used to it after an hour or two, but it’s something to keep in mind if you were hoping for an ultra-smooth racing experience.

Besides this hiccup, the Racer is an incredibly enjoyable racing wheel. The pressure-sensitive paddles are a delightful addition and are a decent substitute for pedals if you don’t mind the loss of immersion or tactility. Being able to apply specific amounts of pressure here made several things easier between games, such as drifting in Forza Horizon 5 and long-term tire management in F1 25. If the lap rests are the big winning feature here, then the paddles are certainly the unsung heroes of the package.

I also have to mention the Racer’s wireless performance, and it’s another area the product seriously impressed me. Turtle Beach estimates that the wheel can go up to 30 hours on a full charge. I find this to be accurate, as I didn’t have to charge the device until the tail end of my week of testing.

(Image credit: Future)

Should I buy the Turtle Beach Racer?

Buy it if…

Don’t buy it if…

Also consider…

Not sold on the Turtle Beach Racer? Here are a couple of similarly priced alternatives worthy of your consideration.

Swipe to scroll horizontallyRow 0 – Cell 0

Turtle Beach Racer

Hori Racing Wheel Apex

Logitech G920

Price

$179.99 / £139.99 / AU$299

$119.99 / £99.99 (around AU$183)

$299.99 / £349.99 / AU$549.95

Weight

7.5lbs / 3.4kg

3.09lbs / 1.4kg

4.96lbs / 2.25kg

Dimensions

11.7 x 11.1 x 10.9in x 297 x 282 x 277mm

11 x 10.8 x 11.3 / 280 x 275 x 286mm

10.6 x 10.2 x 10.9 / 270 x 260 x 278mm

Rotation

360 degrees

270 degrees

900 degrees

Connection type

Wireless (2.4GHz), Wired (USB-C)

USB-A

USB-A

Compatibility

Xbox Series X, Xbox Series S, PC

PS5, PS4, PC

Xbox Series X, Xbox Series S, PC

(Image credit: Future)

How I tested the Turtle Beach Racer

  • Tested for one week
  • Tested across Xbox Series X and PC
  • Played a wide variety of racing titles

I tested the Turtle Beach Racer over the course of a week, playing titles on Xbox Series X Digital Edition and my gaming PC. Games I played with the racing wheel include Forza Horizon 5, Tokyo Xtreme Racer, Old School Rally, and F1 25.

While lacking the multitude of buttons and immersive features that make it worthwhile for sim racing, I found the Turtle Beach Racer to be ideal for more casual, arcade-like experiences. In that regard, features like the lap rests and pressure-sensitive paddles made for an easy and comfortable testing period, and above all, a very fun one.

Read more about how we test

First reviewed September 2025

Turtle Beach Racer: Price Comparison



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September 27, 2025 0 comments
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Sonic Racing: CrossWorlds Review -- An Arcade Kart Racer For Gearheads
Game Reviews

Sonic Racing: CrossWorlds Review — An Arcade Kart Racer For Gearheads

by admin September 18, 2025



As a dyed-in-the-wool Nintendo Kid, Mario has always been the yardstick by which I measure competitors. When Sonic the Hedgehog broke out on the Sega Genesis, I couldn’t help but compare it to Mario’s platforming to measure the similarities and differences. So I have to admit that it’s difficult to approach an arcade kart racer like Sonic Racing: CrossWorlds without Mario Kart in the back of my head–especially since that series just had a new entry this summer. But it’s that contrast that really makes CrossWorlds stand out in some positive ways. Whereas Nintendo’s latest racer excelled due to its simplicity, CrossWorlds offers a massive wealth of options and customization to help you find and craft your own style. There is a lot going on, and it can be a little overwhelming, but ultimately the level of depth rewards experimentation.

From the start, Sonic Racing: CrossWorlds offers three main offline modes, two of which need little introduction: Grand Prix and Time Trials are your tried-and-true staples, and then there’s the more inventive Race Park. More on that in a bit. Grand Prix is where most players will start, with a suite of seven Grand Prix to master. These are listed as three races apiece, but each one also consists of a fourth grand finale race that remixes parts of the three prior tracks.

And that’s where CrossWorlds gets its unique twist, as well as its name. Seemingly inspired by the Sonic the Hedgehog movies, in which rings act as portals to other planets, the tracks in Sonic Racing: CrossWorlds are not just straightforward point-A-to-point-B affairs. Instead you’ll regularly cross a threshold through a giant ring and into a new world. The race leader chooses a destination, between one known option or another random selection. You hop into another world to visit for a little while, and then portal your way back to the main track you were in.

It’s a neat trick and has the effect of making races feel unpredictable. You can’t really sleepwalk your way through a track after memorizing every curve and bank, because before you know it you’ll be warped to a tight-turn candyland, a bouncy mushroom forest, or an airborne stunt show. As you progress through the races, you’ll certainly come to learn the general outlines of all the worlds you might warp to, but never knowing which one is coming feels exciting and dynamic. On a base PlayStation 5, at least, the world-changing effect is fuzzy and looks visually rough, but the impact it has on races makes up for it.

Adding to the variety is the transforming vehicles aspect, borrowed from Sonic All-Stars Racing: Transformed. You’ll regularly swap between car, boat, and plane forms, and they’ve been tweaked to make them feel noticeably different from one another. Car mode operates as you’d expect, as a traditional kart-racer with boosts and drifts. You can also do stunts when your car catches air, and the more you do, the bigger a boost you’ll get once you land. Plane mode gives you full vertical control, and often those segments encourage you to pull aerobatic stunts by crossing scattered boost rings. Boat mode trades the car’s drift functionality for a charged jump, letting you leap out of the water to reach power-ups or boosts that are hovering in mid-air. This might have been the hardest for me to wrap my head around, since you need to charge to the highest level to reach the best rewards and it requires some foresight instead of the typical arcade racer instincts, but it felt that much more rewarding when I would hit it just right.

To me, the core racing mechanics themselves felt fairly awkward at first. Not knowing the tracks, I would frequently run into walls, and CrossWorlds punishes you with severe slowdown for doing so. It didn’t feel great bouncing along the edges of a tight curve as the other racers passed me by, and I couldn’t get the standard karts to cooperate with my drift-heavy style of hugging turns. Once you’re bumping along a wall, it feels hard to course-correct. That problem was largely solved once I started leaning more towards racers and vehicles with a high Handling rating, though, so it really came down to finding a style that worked for me. The vehicles are also visually distinct, so being in a high-boost hoverboard is easily recognizable versus a hulking monster truck from a Power character, or a zippy sports cart from one of the Speed types.

On top of the racer and vehicle types–both of which are classified by Speed, Acceleration, Power, Handling, and Boost–there are tons of ways you can tweak both your ride and your racing style. Every base vehicle you unlock can be customized with parts you purchase with tickets, which change its stats in mostly lateral ways–a little more handling, a little less boost, for example–along with paint jobs and decals as cosmetic options. New parts cost quite a bit, so the game economy is obviously meant to sustain long-term play if you want to collect all the parts and options. The other major customization options are your gadgets, which are determined by your gear plate. Your plate upgrades as you complete more races, unlocking more slots, for up to six slots in all. Gadgets can give you a particular item at the start of the race, help you charge your drift dash more quickly, or prevent slipping on ice. There are tons of options, but in my tinkering I didn’t find anything particularly overpowered, especially since some more powerful gadgets take up two or even three slots. But the whole system is remarkably flexible, and I was able to consistently build toward my own playstyle and experiment with new ideas. Upgrading your gear plate marks most of your progression at first, after which your reward is more gadgets.

This being an arcade kart racer, there are loads of items to use during a race, and they’re not always self-explanatory. I still don’t know if I fully grasp which Chao item has which effect. But items are by far the weakest element of the racing mechanics overall, since there are just too many items that feel like they have almost no counter. The game helpfully prompts you if you happen to be carrying one of the few items that can stop an almost-unblockable attack. But otherwise, when you see a ring hovering over your head, something is about to come out of it, and it’s going to be bad news for you. That can make races feel frustrating, especially when you crash out inches from the finish line. To put it in Mario Kart terms, Sonic Racing: CrossWorlds has an overabundance of blue shells.

Race Park, the second main offline mode, is recommended for couch co-op or competitive multiplayer, and pits teams against each other with specialized objectives. One might challenge you to use the most offensive items against opponents while another will reward you with bonus points for using the most boost pads. You still get points for your rank in the race as usual, but these bonus objectives can make a big difference. When you rack up enough wins against a rival team, you get rewarded by unlocking their vehicle.

The rival element is also threaded throughout the Grand Prix races, as you’ll be randomly assigned a Rival at the start of each set of races. You can choose to upgrade to a tougher Rival for a harder challenge, and beating your Rival gives you progress toward a meta-goal with a reward that only gets revealed after you’ve completed all the Grand Prix races. The Rival is also generally your toughest competitor, so while you’re racing against 11 others, beating your Rival usually means you’ll usually win the race too. That has the impact of making it feel a bit too one-on-one, but it also leads to some funny interactions. At one point when my rival was Cream the Rabbit, passing her would lead to an adorable voice prompt asking, “please let me catch up!”

Sonic Racing: CrossWorlds

Gallery

Meanwhile, the course design itself is top-notch. There’s a ton of visual variety, thanks in part to the courses exploring a variety of Sega-inspired worlds, and the swapping between vehicle modes means you always have to stay on your toes. The main courses seem mostly if not entirely inspired by Sonic games, spanning from the retro to the recent Sonic Frontiers. The crossworld mechanic lets you play tourist to other Sega locales and those act as fun surprises. Suddenly you’re in Afterburner, or wait, is that a Columns reference? Even after you’ve seen all of the tracks, it’s fun to play spot-the-homage.

Online play works well enough and will likely be the mode that grants the game the most longevity. You can tweak your customized ride and gear while you wait for a match, and then players vote on a track. You progress up letter grades for matchmaking, and you can join the lobby with friends to stick together. Other than that, though, it’s fairly no-frills. There’s no option to match into a set of Grand Prix races or turn on optional bonus objectives like in Race Park. It works, but there’s certainly room to grow and add more variety in the online environment.

Altogether, Sonic Racing CrossWorlds is a solid package. The single-player modes, meta-goals like collecting gear and vehicle parts, and wealth of customization options to experiment with different play styles, make it easy to recommend for players who like their kart racing with a little more mechanical complexity. Even with slightly underwhelming online offerings, it’s easy to see how Sonic Racing: CrossWorlds has plenty of road ahead of it.



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September 18, 2025 0 comments
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