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Sonic Racing: CrossWorlds Open Network Test to begin on 29th August
Game Updates

Sonic Racing: CrossWorlds Open Network Test to begin on 29th August

by admin August 20, 2025


A Sonic Racing: CrossWorlds Open Network Test has been announced for PS5, Xbox Series Consoles, PC, and Nintendo Switch. The multiplayer test will begin on 29th August and run over that weekend until 1st September.

Sega has noted that the Network Test won’t be available for PS4 and Xbox One users.

Variety of Game Modes

Grand Prix

  • Compete solo or with friends in local split screen co-op for first place in one of 7 cups (comprised of 4 races each). Racers are awarded points based on their placements at the end of races, and the racer with the most points at the end wins!

World Match

  • Test your skills and compete online against 11 other players. Earn Rank Points, increase your World Rank, and aim for the top!

Friend Match

  • Play with up to 11 other players online in custom lobbies where you can control all aspects of a race such as Speed, Team Size, Course/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.

Race Park

  • Change up the rules and teams online and offline in this party mode that features six unique race formats.

Time Trial

  • Compete for the best time on individual courses and aim for the top of the Leaderboard Rankings.

Custom Match

  • Play with up to 4 players offline split-screen where you can control all aspects of a race such as Speed, Team Size, Courses/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.

Rival System

  • With the new Rival System, players are randomly assigned to a rival racer for the duration of the four Grand Prix races. The rival will playfully taunt the main racer with unique dialogue interactions, allowing for fun competition within the main races.

Four Player Local Co-Op

  • Compete against friends for first place with local co-op! Hop on the same device and see who has what it takes with up to four players and split screen capabilities.

Cross-Platform Matchmaking

  • Players can also look forward to racing online with up to 11 other friends! With cross-platform matchmaking, everyone can hop into the race no matter what console they own.

Sonic and Pac-Man are also getting a crossover, with the pair hopping into each other’s new games. You can check out the crossover in the trailer below:

Watch on YouTube

Sonic Racing: CrossWorlds will release digitally and physically on 25th September for PS5, PS4, Xbox Series X|S, Xbox One, Switch, and PC. A Switch 2 edition will release later this year digitally and on physical in 2026.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 20, 2025 0 comments
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Nvidia's native support for Logitech racing wheels for GeForce Now has me excited for sim racing on a budget
Game Reviews

Nvidia’s native support for Logitech racing wheels for GeForce Now has me excited for sim racing on a budget

by admin August 20, 2025


Nvidia has announced a huge raft of changes and improvements to their GeForce Now cloud gaming service as part of their Gamescom 2025 announcements, but it’s actually one of the smallest sections that has me most excited.

As part of their extensive press release covering exciting updates such as RTX 5080 power for GeForce Now Ultimate subscribers and the ability to play games at up to 5K2K 120fps on supported screens, one of the footnotes near the bottom mentions the following:

Support for popular peripherals also grows, with native support for many Logitech racing wheels offering the lowest-latency, most responsive driving experiences.

That’s right, folks – GeForce Now now has native support for Logitech G29 and G920 racing wheels for playing the service’s selection of sim racing titles, granting important force feedback and more analogue controls versus a mouse-and-keyboard setup or even a controller. Indeed, this has been quite the popular request on forums for a number of years, so it’s pleasant to see Nvidia respond.

At a recent Gamescom event, deputy tech editor Will and I had the chance to go hands-on with a demo rig Nvidia had set up (pictured above) using a budget Logitech G920 wheel on a proper cockpit playing arcade racer The Crew Motorfest. It perhaps wasn’t the most hardcore sim racing setup in terms of game or gear, but it was still an effetive demo that proved out the concept.

I didn’t have any issues with the gameplay experience, in terms of stutters or input latency, and was largely impressed by what’s become possible with the cloud gaming space. Of course, with the venue in Cologne offering gigabit speeds to a regional data centre, it’s easy to see this as a best-case scenario that will have to be borne out in real-world testing on less capacious connections. The main thing was that the game’s force feedback was present and correct, whether I was drifting around roundabouts, running up the highway, or crashing off-road. Having used the G29 and G920 for several years at home, the cloud version didn’t feel any different.

Wheels such as this Logitech G29 are natively supported in GeForce Now.

The big thing for me is that it involved no computational power from the host device itself – in this instance, it was some form of small Minisforum mini PC, but Nvidia also had games running natively on LG TVs (4K 120fps with HDR is now accessible on 2025/2026 LG TVs with the new GeForce Now update) or off an M4 Mac Mini. Theoretically, this means all you need is a wheel, some kind of computer or device with support for the wheel, and a GeForce Now subscription, and you can be up and running – no need for a dedicated gaming or living room PC.

Of course, that is the whole point of cloud gaming, but it adds another string to your bow if you’re a current GeForce Now subscriber and you’ve felt the lack of a proper racing experience has been a sore miss. In addition, if you’ve already got a Logitech wheel from years ago and you want to jump into sim racing without the faff of a PC and such, then you can pay the subscription, and away you go.

An Nvidia representative told me that the technical difficulty was passing through effects such as force feedback in respective games over the cloud, while the reason they chose Logitech peripherals initially was due to the convenience of their G Hub software in part, which is running in a compatibility layer of sorts to get the wheels to work. They also chose Logitech because of the wide range of wheels they do, with the G29 and G920 being the only supported models at present, with more wheels to be supported in the future.

Before I go, I’ll provide a quick rundown of the other key additions for GeForce Now:

  • Implementation of Blackwell architecture – RTX 5080 is now the ‘Ultimate’ tier, bringing DLSS 4 MFG and so on, plus streaming at up to 5K 120fps.
  • ‘Cinematic Quality’ mode for better extraction of fine detail in areas where the encoder would previously struggle.
  • More devices supported with native apps, including Steam Deck OLED at 90fps (to match the refresh rate), plus some 2025+ LG TVs at 4K/120fps.
  • Support for 1080p/360fps and 1440p/240fps streams for competitive esports title, involving Nvidia Reflex and sub 30ms response times. (We saw 17ms figures in Overwatch 2, for example.)
  • A GeForce Now installation of Fortnite integrated into the Discord app, providing a limited-time trial of GeForce Now’s 1440p ‘Performance’ tier, requiring only connection between an Epic Games and Discord account.
  • ‘Install to Play’ feature in GeForce Now app, which more than doubles the playable titles to some 4500, giving access to over 2,000 installable games through Steam alongside Nvidia’s fully-tested ‘Ready to Play’ games. Installs must be repeated each session, unless you pay for persistent storage in 100GB+ increments.

It’ll be fascinating to see whether Nvidia continues to expand their peripheral support over time, as I’m sure flight sim fans could also benefit from a cloud-streamed version – especially with the CPU and GPU requirements that Flight Sim 2020 and 2024 entail.



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August 20, 2025 0 comments
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Sonic Racing: CrossWorlds Adds SpongeBob Characters To Roster
Game Updates

Sonic Racing: CrossWorlds Adds SpongeBob Characters To Roster

by admin June 22, 2025


During tonight’s 2025 Nickelodeon Kids’ Choice Awards, Sega shared a new trailer for its upcoming Sonic Racing: CrossWorlds. During Summer Game Fest 2025, we learned that characters from Persona, Like a Dragon, and Minecraft are joining the vast roster of characters from the Sonic the Hedgehog universe in this kart racer. In this latest trailer, Sega played to its audience and announced Nickelodeon crossover content, starting with characters, a vehicle, and a track from the SpongeBob SquarePants world.

Characters like SpongeBob and Patrick will be joining Sonic, Knuckles, Tails, Shadow, and the rest of the heroes and villains from that universe as post-launch content. Additionally, Sega teased upcoming content from the animated Avatar and Teenage Mutant Ninja Turtles universes. 

To access the Nickelodeon content, as well as crossover content with Minecraft, the Sonic Prime Netflix series, and two more yet-to-be-announced collaborations, players can purchase the Digital Deluxe Edition or pick up the Season Pass when Sonic Racing: CrossWorlds arrives on PS5, Xbox Series X/S, PS4, Xbox One, Switch, and PC on September 25. A Switch 2 version will be available at a later date.



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June 22, 2025 0 comments
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illustration of rally car making jump with blue sky and golden gate bridge in background.
Product Reviews

Real-life rally racing is dying and triple-A rally games are dead, but the sport’s gotten a second life thanks to these excellent indie racers

by admin June 14, 2025



The sport of rally racing is simple and accessible: you take a cheap city car, give it some all-terrain tires, and throw it down a hair-raising man-versus-nature gauntlet of winding dirt roads with a copilot shouting directions in your ear.

There are no laps, no other drivers, and no pit stops. Unfortunately for fans, there’s also no more interest in the sport—or at least, not much. Manufacturer participation and viewership have both been in freefall for decades.

Parking Garage Rally Circuit Official Gameplay Trailer – YouTube

Watch On

So it’s kind of baffling that we’re living in a golden age of rally video games—at least if you look at the indie scene. Smash hits abound, from 2020’s highly stylized Art of Rally to 2022’s gritty PlayStation 2-vibed Rush Rally 3 and 2024’s white-knuckle ode to public infrastructure Parking Garage Rally Circuit.


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Not only do these games bring the thrill of off-track racing back to life; every single one also comes charged with its own flavor nostalgia for a bygone era, a pre-Y2K time that many of the genre’s core fans, and even some of its developers⁠, are too young to have experienced firsthand.

Meanwhile, in the triple-A space, EA recently announced that its subsidiary developer, Codemasters, is pulling out of rally racing after an iconic quarter-century run of games based on the sport.

The motorsport is in an all-time slump, and an enthusiast car market once saturated with homologation specials⁠—that is to say, race-ready cars you can buy directly from the manufacturer⁠—now has basically zero road-legal rally cars for sale.

If rally is a dying art, then why are there so many indie racers to choose from? Formula 1 racing has utterly exploded in popularity over the last half-decade. But despite that motorsport’s fanbase nearing 1 billion people, sales of indie track-style racing games patterned after F1 and the like don’t show a similar success (though I do have to shout out New Star GP).

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Pick up and play

(Image credit: Brownmonster Limited)

Part of the magic with all these indie rally games is, like with the broader indie renaissance, you can run any of them on a cheap PC from the early 2010s or similarly low-spec device. I logged all of my Art of Rally hours on a three-year-old phone, and #Drive Rally (my most recent obsession) runs buttery smooth most of the time on my MacBook Air.

And even if you’ve never driven a car in your life, there’s something addictive about sliding your car through a snowy Finnish wood in Rush Rally 3, around a rainy Japanese mountain switchback in Art of Rally, or down a sandy American desert valley in #Drive Rally.

Like a tight platforming roguelite or an Elden Ring speedrun, the appeal of rally is incredibly simple: one tiny mistake and your brilliantly executed run is over. There is very little grip, and the roads are little more than a car-length wide. Every jump is heart-stopping, every turn is a coin-flip where you either face heartbreak or experience the thrill of an e-brake drift you didn’t know you had in you.

Each game brings a different pleasure. Art of Rally is a well-curated, sepia-toned love letter to the classic era of the sport (the 1960s-’80s); Rush Rally brings a Gran Turismo level of car tuning, customization, and sim-like handling; and Parking Garage Rally Circuit takes tight, colorful ’90s arcade racing (and music, and vibes) to a whole new level.

Each game, while fundamentally designed around similar mechanics, is its own unique portal to a different world—maybe one you grew up in, or maybe one you missed out on.

Car culture

(Image credit: Funselektor Labs)

Rally the sport carries a similar ethos and anarchic spirit to PC gaming. If a new Ferrari is a flashy 5-figure prebuilt with a custom RTX 5090, a rallied-out 200k-mile Subaru Impreza RS2.5 with a back seat delete is a DIY people’s champion running a secondhand GTX 1060 and a 7th-gen core i3 found in your local e-waste bin.

Art of Rally’s car details highlight this—they start off with descriptions like “originally designed to fit more grocery bags than the competition” and “the French take on the 4-door family car.” That’s what makes rally cars special: They were nearly all based on cheap econoboxes—that is, entry-level, no-frills hatchbacks and sedans—like the iconic Ford Escort Cosworth.

In a word, rally is accessible. I don’t mean that becoming a rally racer is super-easy and approachable—although there was a rallied-out Impreza that used to frequent my local cars and coffee meetup⁠—but rather, the culture of rally is accessible.

Rally appeals to me because it is a very pure expression of ‘you and your machine vs the terrain’ without the other cars to contend with.

Tim “Walaber” FitzRandolph

Average people like you and I cannot buy an F1 car and drive it to work. But we live in a world where we could buy a rally car for $25,000 online or at a local dealership. That fantasy can become a reality.

Art of Rally creator Dune Casu, who has actually attended rally races in-person, shows that this cultural approachability dovetails with indie rally games’ simple mechanics: “Art of Rally has found a sweet spot where it seems to be a way for people who play the sim rally games to relax and play more casually.”

I think it also gives people who’ve never played a rally game a chance to experience the joy of the genre without a deep dive into the technical skills and equipment that sim racing requires.

Casu shared a perspective that resonates with me, that the “zeitgeist” of rally “stems from the rally footage from the early days,” with “iconic cars”—seriously, I encourage you to search Group B Rally Cars on your nearest search engine—and “drivers that were more akin to fighter pilots.”

Another level

(Image credit: Walaber Entertainment LLC)

What’s more, developing a rally game is also much more accessible for your average enthusiast. I asked Tim “Walaber” FitzRandolph, Parking Garage Rally Circuit’s creator, for his thoughts on the recent explosion of indie rally racers. He originally came up with the idea for PGRC in a Ludum Dare game jam.

“Retro rally is a nice indie-friendly game type because of the simple focus on car handling and terrain without needing the large scope to compete with AAA games,” explained FitzRandolph.

Dune Casu shared a similar perspective, one that’s become a bit of a refrain in an era of triple-A mediocrity and thrilling independent development: “Indie rally games aren’t bound by the same rules and are usually made with lower budgets and smaller teams, which means we can take more risks.”

“I’m not an avid racing fan,” PGRC creator FitzRandolph revealed when I asked what separates rally from other motorsports. “Rally appeals to me because it is a very pure expression of ‘you and your machine vs the terrain’ without the other cars to contend with.

“In a way, I think it’s similar to Horror and Roguelikes in that it’s a genre that provides lots of replayability without needing tons of production cost to develop, has an audience, and is not competing against AAA, which is the sweet spot for indies!”

But I think there’s something even deeper than this accessibility to the digital rally revival. The rise of everyman rally racing games captures this memory, partly real or fully imagined, that we have of better days—of raw, unrefined, unpretentious fun. Retro cars, like early gaming consoles, film cameras, vinyl records, and my personal favorite audio medium, cassette tapes, all carry the soul of a semi-mythical simpler time.

Art of Rally deftly captures this sunset glow of nostalgia, radiant on its off-brand Lancia Stratos and Audi Sport Quattro. The rush of Rush Rally 3’s motion-blur, throwback graphics, and sim-like handling give 9/10ths of the same hit as Gran Turismo 3’s dirt stages. Parking Garage Rally Circuit’s Ska bangers, blocky polygons, and bright colors would make any grown-up car enthusiast feel like they’re back in the ’90s. Real-world rally may be fading, but long live the indie rally racer.



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June 14, 2025 0 comments
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With Borderlands 4 nearly here, a community of archivists are racing to revive a dead Borderlands MMO
Game Reviews

With Borderlands 4 nearly here, a community of archivists are racing to revive a dead Borderlands MMO

by admin June 13, 2025


Video game archival is a noble act, especially in this day and age where always-online games vanish when their servers are turned off, or when niche but beloved games disappear alongside the services they’re locked to. There are libraries of indies locked to Apple Arcade, the PS Vita, and elsewhere, never to be played again; and then there’s Borderlands Online.

Borderlands Online, a Chinese free-to-play MMO developed by Shanda Games, was canceled in 2015 when the studio was shut down. It’s somewhat of a white whale for archivists, one of those projects so far out of reach as to create a sort of mythology around it. That is until recently, when a collective effort to revive a playable build has picked up steam.

To find out more I spoke to content creator, game developer, and data miner EpicNNG, the face of this archival effort to find out how exactly the project came about, the hurdles in doing so, and their hopes for the future of Borderlands Online.

Check out our recent Borderlands 4 video here!Watch on YouTube

“It really ‘started’ in late April. I just randomly said to my friend Let’s just do it. What if it’s out there?” EpicNNG tells me through Twitter DMs. “It was actually funny because we thought it’d be impossible – but they found a public build of it in less than 20 minutes. It didn’t feel real. From here we knew what had to be done.”

Epic’s friend and fellow Borderlands Online enthusiast found this public build on a long abandoned Chinese website, filled with dead links and viruses. From there the process of digging through the files began in earnest. Major milestones were posted online, including first breaching onto the login screen, running into an infinite login screen following character creation, and the discovery of Counter Strike map Dust 2 in the files, of all things.

Over the course of months, progress was being made, but it was slow. So why dedicate so much time to such a project? Why this game, of all things?

“I’ve always wanted to do this.” EpicNNG states. “I am a superfan of this franchise. I’ll do anything I can to get my hands on this kind of thing. I won’t stop at Borderlands Online. Borderlands started my addiction to video games, and wanting to be a developer myself.”

Borderlands Online kept that same series style, but with a twist! | Image credit: 2K China

Even with this fanhood setting the wind to their sails, that didn’t stop the project from running into roadblocks. Borderlands Online, obviously, hasn’t got dedicated servers online. There was that virus-laden website mentioned earlier, bizarre error messages popping up that had to be bypassed through trial and error too.

EpicNNG sums up the experience as such: “It has been incredibly challenging. If you don’t know what you’re doing it can feel like trying to escape a maze blindfolded. I eventually reached my skill ceiling, and that realization was tough to accept.”

“My focus is on Borderlands 4, but opportunities like this don’t come up very often. To a Borderlands fan, this previously truly felt like the definition of “lost” media. Now I have the opportunity to let them play it for the first time, no matter how good/bad it is. How can I pass this up?”

At which point, a lengthy call-to-action was uploaded to YouTube. This roughly 30-minute video contains a detailed summary of how much work the small team had done, multiple extensive explanations that the project was not breaching 2K or Gearbox’s copyright, and how there was no intention to profit from releasing a build.


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This video concludes on a request for help, with the initial team running into a wall of work they doubted could be cracked open before Borderlands 4 neared release and lawyers would be more aggressive with takedowns on such projects.

“I’m incredibly worried about this. The last thing I want is for this to turn into a legal battle.” EpicNNG explains. “I am ready to cease development the moment they tell me to. I’m a fan of the franchise, it is not my intent to cause harm. I just want people to see Borderlands through my lens. I truly love the franchise in the most unapologetic way.”

This interview was only conducted with express permission of EpicNNG, before which the risk of further publicity on the project was laid out plainly. But with the release of his video, EpicNNG believes the build may not end up playable without additional attention, and the extra hands it could provide.

This decision has borne fruit, according to EpicNNG. Following the release of their video, players flocked in to help out where they could. “Since I came out with this news, I have had nearly 100 people reach out through various methods to let me know they’ll be working on this project. It’s a feeling I can’t even describe. I even had people who have never played a Borderlands game before become interested in this project. In a way, it’s growing the franchise to an extent.”

The race is on, as this collective rush to get the build playable before Borderlands 4 shows up. | Image credit: Gearbox

There’s still no word on the exact progress of this large-scale community effort, but the hope according to EpicNNG is that a build will be playable before July. “My hope is that a playable build will exist before July. I cannot speak for the progress of other teams however, since I have no idea where they’re at with their efforts. Maybe they’ll beat me to it? I look forward to seeing it.”

The reason this effort by a dedicated collection of Borderlands fans and preservationists is worth highlighting is clear, at least to me. Borderlands Online may have very well been a game you’ve never heard of until today, and if we’re being honest, there’s a good chance it wouldn’t have rocked the world if it ever came out.

But it is history. It’s a small blurred segment of the Borderlands timeline, a series that has persisted for over 15 years. It’s a reminder of an earlier desire by 2K to push into the Chinese market, long before we saw the development and purchasing power of that region made manifest with games like Black Myth Wukong. It’s a reminder of an age where making an MMO was the trend, even if the vast majority of them never met the aspirations of the companies building them.

And for those putting in the work like EpicNNG, it’s a way of experiencing a series that’s close to their heart. “I just want to play it, and say I have played it. I don’t particularly think the game will be very good, but it will be a fun and exciting experience not only to preserve a project like this, but to then experience it with friends whilst we wait for Borderlands 4. I hope this project brings people together.”



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June 13, 2025 0 comments
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Sonic Racing: CrossWorlds might be the most mechanically rich kart racer ever made - hands-on
Game Updates

Sonic Racing: CrossWorlds might be the most mechanically rich kart racer ever made – hands-on

by admin June 12, 2025


When I saw that the hands-on demo for Sonic Racing: CrossWorlds at Summer Games Fest was a full hour long, I was sort of taken aback. An hour? For a kart racer? Our time is pretty limited at these events, and in the interest of trying to squeeze as much in as possible one always tries not to spend more time with a game than is strictly necessary to get a broad idea of what it’s trying to do and how it’s coming together.

Sonic Racing: CrossWorlds

A few minutes into the hands-on, I understood. Sonic’s latest racing outing appears to land in that unique category of game that is first and foremost designed for children but nevertheless has an adult depth and complexity should you wish to fully engage. It’s that Pokémon sauce; you can play this like a super simple adventure for kids, or you can get into the weeds on properly competitive nonsense.

“We have a Sonic development team working together with a Sega arcade racing development team,” explains Takashi Iizuka, the long-time Sonic producer who in the last decade has been elevated from the lead on a floundering mascot franchise to the beloved steward of one of Hollywood’s latest faves.

“They’re combined into this one big team. The arcade racing team has tons of experience making arcade racers, making sure they’re balanced, making sure there’s that tight competition – but also making sure it’s a fair and balanced race,” he adds.

Watch on YouTube

Basically, it aims to be the best of both worlds. It fits with the theme of the game: worlds colliding. That might be represented by Sonic and friends being joined by characters from Minecraft. Equally, though, it’s represented by Sonic developers who have honed their skills making games for kids being joined by arcade racing sickos who have worked on stuff like Initial D or Daytona.

The result is a bit bonkers, honestly. The racing is tight and smooth, and that makes sense. Iizuka-san tells me that the core racing is built first, without any of the other nonsense on top. The logic, Iizuka says, is that if you want to race perfect lines practically like this is a simulation, you can – but it’s still a kart racer at heart. Then they started to layer additional things on top. I imagine the team asking Iizuka: ‘how many mechanics do you want, boss?’ and him smirking back: ‘Yes.’ Chances are if you fondly remember a system from a past Sonic racer, it’s present here – and some.

You pick a character, you pick a kart. But the vehicles run the gamut greatly, and can be adjusted, tweaked, and adapted in the menus to give you exactly the sort of ride you want. These customizations can be cosmetic or of the type that’ll impact speed and handling. Beyond customizing vehicles, a special perk-style system allows you to slot special bonuses into a card that can then be equipped before you race. This allows you to tailor your experience.

If you’re a racing fiend, you might want perks that do things like increase the power of your drifting boost or how quickly it charges. Meanwhile, a player who wants to feed the chaos might instead pick bonuses that increase how many items they might get when they hit an item box, or make the act of hitting other racers actually beneficial.

SEGA’s arcade racing pedigree shines through. | Image credit: Eurogamer / SEGA

Before I even hit a race I can see why they gave us an hour, then. With the options available – which is surely a fraction of what’ll be in the final game – I could’ve spent thirty minutes just tabbing through the menus to optimize my racer. Kids might ignore a lot of this – but obsessives and competitive types could get great joy out of this depth. High-level online should be a blast.

The big gimmick in races is how the concept of laps essentially dissolves thanks to the titular world-crossing mechanic. Essentially, a grand prix will consist of four races, each with a ‘hero’ track. Lap one is a tour of the advertised track for that race, but at the end of that the player in pole position will be given a choice between two portals. Whichever they drive through determines which track you will seamlessly be transported to for your second lap. The third lap then returns to the original track for the finale.

It’s a clever idea, and ties in with all sorts of other mechanics. If you’re in a vehicle that does well on water for instance, you could get a major boon by deliberately picking a portal to a track you know well with lots of water. It also mixes things up massively – you could play the same Grand Prix repeatedly and not see the exact same track configuration twice for a while. I also love how this mechanic is utilized for the fourth and final race of a GP, which becomes a victory tour of the three flagship tracks for that GP, each getting a single lap with you teleporting between them.

There’s a sense of chaos to how it works, and the traditional lap structure sublimates into the madness. You have to adapt to whatever happens on lap two, even if you’re the racer up front making the track choice. It’s a curious and amusing parallel to Mario Kart World too. My feeling is that both developers decided they wanted to move away from traditional lap-based racing. For Mario, Nintendo decided on that world tour, road-tripping aspect. Sonic is still entirely track-based but instead has you dynamically teleporting from one track to another mid-race. Both are interesting solutions.

This is going to be one for kids to enjoy and for ‘experts’ to be competitive with. | Image credit: Eurogamer / SEGA

But whereas Mario Kart World keeps its most chaotic moments to the mind-boggling Knockout Tour mode, Sonic is at full throttle all the time. It’s the kart racing equivalent of an extremely excited child after a whole lot of sugar. Items fly, rings are constantly being spewed out and picked back up, you’re drafting, drifting, and tricking for boosts, obstacles shatter and scatter, characters trade quips, my car is a plane now, then a boat, and oh god here comes the second world crossing– it’s mad. The screen is an explosion of stuff going on, and between races a deep layer of customization awaits those who seek it.

It’s a lot. In fact, playing the game I can see why when it had a closed beta test scuttlebutt that some players found it too intense. Maybe it’s been toned down for this build from that time, as I did find it manageable, if a sensory onslaught. But the chaos very much seems the point of the design – and it’s a great contrast to the more calm vibes of Mario Kart World, especially its free roam.

The joy here is without doubt in that pure racing, though – the carefully-crafted cake that oodles and oodles of technicolor over-the-top icing has been put atop of. This is a Sega Arcade racer, with the mechanical depth and tightened controls you’d expect from that lineage. If you can turn off the items and such, which is a pretty standard option in these sorts of games, you may even choose to play it that way. It’s also a mad party game to boot.

I’ll finish on a comparative thought. I’m definitely now newly excited for Sonic Racing: CrossWorlds. That one-hour hands-on worked for me. But my excitement has been increased, not tempered, by the direct comparison between my hour with CrossWorlds and my four hours with Mario Kart World on the flight over to Summer Game Fest. I like World well enough, but despite its new design ideas I somehow felt it a little safe, a little calm, at least outside of Knockout Tour. It may be that Sega might once again do what Nintendon’t – and CrossWorlds might scratch that chaotic casual multiplayer itch instead.



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June 12, 2025 0 comments
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Sonic Racing: CrossWorld Preorders Are Live On Console And PC
Game Updates

Sonic Racing: CrossWorld Preorders Are Live On Console And PC

by admin June 7, 2025



As announced at the June 6, 2025 Summer Game Fest presentation, Sonic Racing: CrossWorlds launches on PS5, PS4, Switch, Xbox, and PC on September 25. The arcade racing game will feature cross-platform online multiplayer and a roster of 23 characters from not just Sonic, but several other franchises as well, like Persona, Like A Dragon, Minecraft, and more. Preorders for the game are available now at multiple retailers, with physical editions available for $60 on Switch or $70 on PlayStation and Xbox. There’s also a Digital Deluxe Edition that includes a Season Pass and other extras, plus each version offers its own bonuses for preordering.

Sonic Racing: CrossWorlds Preorder Bonuses

Sonic Racing: CrossWorlds preorder bonus

If you preorder any physical or digital version of Sonic Racing: CrossWorld, you’ll get the Sonic Werehog DLC pack as a preorder bonus, which includes the following extra content:

  • Werehog playable character
  • Beast Spike vehicle
  • Werehog in-game decal

Amazon is also offering an exclsuive poster included as a free extra when you preorder the physical standard edition. No other retailers have announced bonuses.

Finally, those who preorder the Digital Deluxe Edition get up to three-day early access to the full game starting September 25.

$70 | Releases September 30

The standard PlayStation and Xbox versions of Sonic Racing: CrossWorlds cost $70, and get you the base game on your platform of choice, plus the free bonus poster if you preorder at Amazon. Physical and digital versions are available. While physical Xbox Series X copies will be playable on the Xbox One, PS4 players will have to buy the digital PS4 version. Digital PC preorders are also available.

Preorders for the physical version of Sonic Racing: CrossWorlds on PS5 and Xbox Series X are available at Amazon.

$60 | Releases September 30

Sonic Racing: CrossWorlds standard edition is also available for Nintendo Switch in both physical and digital formats–however, it’s just $60, rather than the $70 PS5 and Xbox version. The Switch version of the game is also playable on Switch 2, though there is no Switch 2-specific version of the game, so don’t expect any major performance upgrades. If you preorder the physical edition at Amazon, you’ll get the bonus poster.

Sonic Racing: CrossWorlds Digital Deluxe Edition

Along with the physical standard editions of the game, Sonic Racing: CrossWorlds is also available in a digital deluxe edition that includes the following bonus content:

  • Sonic Racing: CrossWorlds base game ​
  • 3-day Early Access to the full game starting September 22
  • Sonic Prime Character Pack featuring Rusty Rose, Tails Nine, and Knuckles the Dread
  • Season Pass featuring 6 DLC Packs, each of which includes: 2x additional characters, 1x new vehicle, 1x new rack, 6x new emotes per character, and 8x new sounds
  • Werehog DLC pack preorder bonus

As mentioned above, Sonic Racing: CrossWorlds will launch with 23 playable racers, including plenty of classic Sonic characters like Sonic, Tails, Knuckles, Dr. Robotnic, and more, as well as a selection of guest characters like Ichiban from Yakuza 7 and Like A Dragon: Infinite Wealth, Joker from Persona 5, Steve and Alex from Minecraft, and Hatsune Miku. The game will also feature 24 main courses and 15 “Crossworlds,” which can be teleported to mid-race using the new Travel Ring mechanic. There will be several single-player and multiplayer modes, including local split-screen co-op and online matchmaking with up to 12 players.



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June 7, 2025 0 comments
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Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech
Game Reviews

Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech

by admin June 1, 2025


We’ve seen an explosion in the number of affordable direct drive (DD) racing wheels over the past couple of years, with Fanatec and Moza offering increasingly inexpensive options that still deliver the precise, quick and long-lasting force feedback that cheaper gear- or belt-driven wheels can’t match.

Now, Thrustmaster is intruding on that territory with the T598, a PlayStation/PC direct drive wheel, wheel base and pedals that costs just £449/$499. That’s on a similar level to the PC-only £459/$599 Moza R5 bundle and the €399/$569 Fanatec CSL DD bundle, so how does the newcomer compare? And what’s changed from the more expensive T818 we reviewed before?

We’ve been testing the T598 – and the fancy upgraded HyperCar wheel that’s available as an upgrade option – for weeks to find out. Our full review follows, so read on – or check out the quick links below to jump to what you’re most interested in.


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Thrustmaster T598 wheel base review: direct axial drive vs traditional direct drive

Interestingly, the T598 arguably comes with a more advanced DD motor than the more expensive T818 does. It uses a “direct axial drive” versus the standard “direct radial drive”, where the magnets are aligned parallel to the wheel shaft rather than perpendicular (see the diagram below). This ought to allow for more efficient torque generation, producing less waste heat, minimising precision-sapping magnetic interference and requiring less copper to produce. It also means the T598 can “overshoot” to deliver more than its rated 5nm of constant torque for short periods.

However, this design also requires a physically taller yet slimmer enclosure (measuring 210x210x120mm), potentially blocking the view forward and requiring a different bolt pattern to attach the base to your desk or sim racing cockpit – both of which are slight annoyances with the T598. (You do get an angle bracket to allow for wider and potentially more compatible holes for your cockpit… but this makes the tall wheel base even taller. Table clamps are also included.) Interestingly, you can also feel a slight vibration and hear a quiet crackling noise emanating from the T598 base while idle – something I haven’t heard or felt with other direct drive motors and is reportedly inherent to this design.

There’s a lot going on inside this wheel base – including some genuine innovation. | Image credit: Thrustmaster/Digital Foundry

Thrustmaster has written a pair of white papers to explain why their take on direct drive (“axial flux”) is better than what came before (“radial flux”). Image credit: Thrustmaster

In terms of the force feedback itself, Thrustmaster have achieved something quite special here. In some titles with a good force feedback implementation – Assetto Corsa, Assetto Corsa Evo and F1 23 stood out to me here – the wheel feels great, with strong force feedback and plenty of detail. If you run up on a kerb or start to lose traction, you know about it right away and can take corrective action. I also appreciated the way that turning the wheel feels perfectly smooth when turning, without any cogging – the slightly jerky sensation common to low-end and mid-range direct drive motors that corresponds to slight attraction as you pass each magnet.

However, balancing this, the wheel’s force feedback feels a little less consistent than others I’ve tested from the likes of Fanatec or Moza at a similar price point, with some games like Project Cars 3 and Forza Motorsport feeling almost bereft of force feedback by comparison. You also have that slight vibration when the wheel is stationary, which is potentially more noticeable than the cogging sensation in traditional DD designs. The overshoot is also a mixed bag – as the sudden jump in torque can feel a little artificial in some scenarios, eg when you’re warming your tyres by weaving in F1 before a safety car restart.

I’d say that these positives and negatives largely cancel each other out, and you’re left with force feedback that is good, way better than non-DD wheels, but not noticeably better than more common radial direct drive designs. Depending on the games you play, either DD style could be preferable. It’ll be interesting to see if Thrustmaster are able to tune out some of these negative characteristics through firmware updates – or simply in later products using the same technology.

Here’s how the T598 looks IRL – from the wheel base itself to the default rim, the upgraded Hypercar wheel and the included dual pedals. Click to enlarge.

Apart from the novel motor, the rest of the wheel base is fairly standard – there’s a small (colour!) display on the top for adjusting your settings and seeing in-game info like a rev counter, four large circular buttons buttons (L3, R3, Mode and Settings), the usual Thrustmaster quick release lock for securing your wheel rim and a small button on the back to turn the wheel base on and off. There are connection options for power, USB and connecting other components like pedals or shifters on the back too.

Weirdly, there’s no ability to change settings in the PC Thrustmaster Panel app – it just says this functionality is “coming soon!” – so right now you can only use it for updating firmware, testing buttons and changing between profiles.

“Coming soon!” starts to become a little less believable six months after the first reviews hit. | Image credit: Digital Foundry

Instead, you’ll be using the built-in screen for making changes, which works well enough but doesn’t provide any allowance for extra information – so you’ll be sticking to the four basic pre-made profiles, referring to the manual or checking suggested setups online rather than reading built-in tool tips.

You still get access to the full whack of settings here, and of course this works well for PS5/PS4 users who wouldn’t expect a software experience anyway, but PC users may be disappointed to learn that there’s no intuitive software interface here. I found the Boosted Media YT review of the wheelbase to offer some good insight into what settings you’re likely to want to change from their default values.

Thrustmaster T598 Sportcar wheel review: a workable default option

The Sportcar wheel rim looks good – but a plastic construction and relatively spartan controls make it “OK” at best.

The “Sportcar” wheel provided in the bundle is a little less impressive-looking than the base itself, with a plasticky feel throughout and fairly mushy buttons – though the paddles are snappy enough and feel good to use. The usual PS-style face buttons are split into two clumps up top with L2 and R2, which is a bit odd, with four individual directional buttons in the lower left, start/select/PS in the lower middle and four configuration buttons in the lower right.

Those configuration buttons require extra explanation, so here we go: the P button at the top swaps between four different pages, indicated with a different colour LED, allowing the remaining three physical buttons to activate up to 12 different functions. (The Fanatec GT DD Pro, by contrast, has dedicated five-way controls for each of its four functions. This costs more to produce, but allows you to use the controls without looking down to see what coloured light is active.) There are no rotary encoders or other additional controls here, so PC players that prefer more complicated racing sims may feel a bit underserved by this clunky, cost-saving solution.

The 815g wheel is at least sized reasonably, with 300mm circular shape that particularly suits drifting, rally and trucking – though all forms of driving and racing are of course possible. The rubber grips under your hands are reasonably comfortable, but you can still feel seams in various places. Overall, the wheel is possibly the weakest part of the package, but perfectly usable and acceptable for the price point.

Thrustmaster Hypercar Wheel Add-On review: true luxury

An incredible wheel with premium materials, excellent controls and a more specialised shape.

Thrustmaster also sent over the £339/$350 Hypercar wheel rim for testing, which is an upgrade option that uses significantly better materials – leather, alcantara, aluminium and carbon – and offers a huge number of extra controls (25 buttons, including four rotary encoders and two pairs of analogue paddles). Its oval shape feels a bit more responsive for faster vehicles (like F1 cars) that require a quick change of direction, but drifting and rally doesn’t feel natural. It supports the same PS4, PS5 and PC platforms as the stock option, but there are no legends printed on the buttons to help you.

The difference in quality here is immediately apparent, with much better tactile feedback from the buttons and a huge number of additional controls for adjusting stuff like ERS deployment or brake bias. Each control feels well-placed, even if the T-shaped layout for the face buttons is slightly unnatural at first, and the paddles for shifting and the clutch are particularly well engineered. I also found holding the wheel a bit more comfortable thanks to that flattened out shape, the more premium materials and the absence of bumps or seams anywhere you’re likely to hold.

It’s a huge upgrade in terms of feel and features then, as you’d hope for a wheel rim that costs nearly as much as the entire T598 kit and caboodle. As an upgrade option, I do rate it, though it perhaps makes slightly more sense for T818 owners that have already invested a bit more in the Thrusmaster ecosystem. Regardless, it was this rim that I used for the majority of my time with the T598, and the wheel base feels significantly better with the upgrade.

Thrustmaster T598 Raceline pedals review: great feedback, but no clutch and no load cell upgrade offered at present

Surprisingly good for two add-in pedals, in terms of feedback and flexibility.

The pedals that come with the T598 are surprisingly good, with an accelerator, a brake pedal (with a choice of two different spring options) and no clutch pedal. Each pedal’s spring assembly can be pushed into one of three positions to change the amount of pre-load – ie make it a bit softer or harder to press and the pedal plates can be shifted up and down. The narrow dimensions of the metal wheel plate meant that it was impossible to mount directly in the centre of the Playseat Trophy I used for testing, but the slightly off-centre installation I ended up with still worked just fine. They connect using a non-USB connection, so you can’t use the pedals with other wheel bases.

Using the middle distance setting and the firmer of the two springs for the brake, I found the T598 produced good results, on par or perhaps even a tad better than other metal-construction Hall Effect position sensor (ie non-load cell) pedals I’ve tested such as the Moza SR-P Lite and Fanatec CSL. Braking is the critical point here, as you want to be able to feel when the brake has mechanically reached its threshold and then modulate your inputs from there, and the T598 pedals do allow for this quite easily. They’re also not so hard to actuate that you end up having to hard-mount them to a sim rig for good results, and the included carpet spikes are reasonably effective in keeping the pedals in place.

Presumably, it ought to be possible to add on a load cell brake pedal down the line to upgrade to a proper (if slightly cramped) three pedal setup. For the F1 style driving that I prefer, the clutch pedal isn’t used anyway, so it wasn’t a massive issue for me – and we frequently see companies like Moza and Fanatec drop the clutch pedal on these aggessively priced bundles so Thrustmaster aren’t losing ground by following suit.

Thrustmaster T598 final verdict: a competitive £450 package with potential

For PlayStation owners, this is an incredible value pickup that ranks among the cheapest DD options – and PC owners ought to consider it too.

For £449/$499, the Thrustmaster T598 is an excellent value direct drive wheel and pedal bundle for PlayStation and PC with some relatively minor quirks. The wheel base is powerful, detailed and responsive in most games, with some advantages over traditional DD designs but also some disadvantages – notably the taller shape and a slight hum/vibration while stationary. Traditional DD designs from the likes of Fanatec and Moza can offer more reliable force feedback that works over a wider range of games, cars and tracks, while also benefitting from better PC software, but there’s certainly potential for Thrustmaster to improve here.

The included wheel feels a bit cheap, with a predominantly plastic design, spongey buttons and a slightly odd layout, but the full circle shape and full PS5/PS4 compatibility is most welcome. Upgrading to the HyperCar wheel provides a huge uptick in materials, tactile feedback and number of controls, though this does come at a fairly steep price of £339/$350. If you plan to use the T598 for years and have the budget for it, this is a super upgrade to aim for.

The included Raceline LTE pedals are the most surprising element for me. These consist of only an accelerator and a brake with only moderate adjustability and a narrow base plate, but they feel great to use, are made from durable metal with HE sensors, and only really lose out to significantly more expensive load cell options. For an add-in for a relatively cheap DD bundle, they’re a solid inclusion, and I hope Thrustmaster release a load cell brake pedal for users to upgrade to a better three-pedal setup later.

Overall, it’s an competitive first outing for Thrustmaster with the T598 and direct axial drive, and I’m curious to see where the company – and the tech – goes from here. With Fanatec still on the rebuild after being acquired by Corsair and Moza’s offerings being hard to order online in some regions, Thrustmaster has a golden opportunity to seize a share of the mid-range and entry-level sim racing market, and the T598 is a positive start.



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June 1, 2025 0 comments
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Nacon enters the direct drive sim racing game - and hands-on impressions are positive
Game Reviews

Nacon enters the direct drive sim racing game – and hands-on impressions are positive

by admin May 31, 2025


Nacon, new custodians of the WRC series, has gotten into the sim racing game with a new direct drive racing wheel and accessories under RevoSim branding it announced last year.

The wheel base, rim, load cell brake and accelerator form the RS Pure bundle, which looks to compete with the likes of the Fanatec Gran Turismo DD Pro, Moza R9 V3 and Thrustmaster T598 at a upper-mid price point of £699. We went hands-on with the bundle at a recent press event in Paris and found it had some merit, though the direct drive (DD) space has become increasingly competitive over the years with the likes of Logitech and Turtle Beach joining the fray over the last couple of years.

As well as the obligatory starter bundle of wheel rim, wheel base and pedals, there are a number of accessories, including a hybrid shifter that supports both sequential and h-pattern options, a clutch pedal add-on and a load cell handbrake for navigating tighter turns.

The wheel base itself has 9Nm of torque, which is a touch more than the Turtle Beach VelocityOne Race’s 7.2Nm, although slightly behind the Logitech Pro Racing Wheel’s 11nm of force. In addition, the rim itself is on a quick release, so it can easily be swapped out with the other options in the range – though third-party rims aren’t supported as is sometimes the case.

Here is a closer look at the pedal set.

The pedal set is in steel and brushed aluminium for a solid construction, coming equipped with a 100kg load cell sensor for precise input. You can also choose how heavy, or light, you wish the brake to be with colour-coded elastomers supplied with the kit.

I tested out the RS in a few different configurations at the Paris event, starting with a desk setup and a round rally-style rim in WRC Generations. That outing revealed some small issues with the pedals’ ability to grip onto carpet, as I found they had a tendency to slide under harsh braking as I clung onto dear life at the mercy of a Group B Peugeot 205 T16.

The force feedback was strong and informative, picking out the nuances of a rally stage with its hidden dips and crests, while pedal inputs were strong, although there was perhaps a little too much weight to the force feedback for my liking. I felt unable to flick the car into corners on a Monte Carlo rally stage as I wished to, although if the feedback wasn’t necessarily set to be so high, this would have come easier. For the most part, though, I enjoyed my time with it, and the unit felt responsive with accurate feedback and a pleasant feel in-hand.

I also used the bundle in a sim-racing cockpit, this time in F1 24 taking a few laps around spa. The heavier load cell brake pedal typical of F1 racing took some getting used to, requiring a lot more force to push the brake down all the way than I anticipated. However, I can certainly see the appeal of having such a heavy feel, so you can dial in advanced techniques such as trail braking. My lap times around Spa weren’t necessarily the best on the day, but I could still feel the edges of kerbs and the car’s movement to a good degree. There isn’t a more Formula-style rim available just yet, but I hope that Nacon plans to add it for folks who want to go full-on with the immersion. It can make a bit of difference.

And this is the main basis of the ‘starter kit’ as it were.

General build quality from my initial impressions also seems excellent for the price point Nacon is targeting, with an all-metal wheel base alongside a metal wheel and plush synthetic leather rim. The main rims also have a good selection of buttons, and you can even control presets, force feedback and input mapping in an associated smartphone app.

Compatibility is purely for Windows at the moment, although I heard rumblings at the event that Nacon was talking to Xbox and PlayStation for console compatibility. Nothing seems to have come from that yet, so I wouldn’t bank on it being available any time soon – and it may come via new hardware rather than a software update.

For what’s on offer here, the £699 price tag for the complete bundle including rim, base and pedals is reasonably compelling – though we’ll wait for our full review to deliver a final verdict on a wider range of racing scenarios, software support and the wider ecosystem.



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May 31, 2025 0 comments
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