While having a cool retro-ish look, and some fun customization options, the racing itself lacks in speed and satisfying play
At this point in the Switch’s lifespan it’s pretty tough to really make a splash in the racing space. With Mario Kart at the top and a handful of diverse and pretty well-made indie titles out there as contenders you need to bring something top-notch to the table in order to compete. Sunrise GP, a bit to its credit, doesn’t seem to really be gunning to compete particularly, or if it does it’s selling point is generally more serene and chill racing rather than its much more intense rivals. There’s no doubt that some of the scenery in the game is quite gorgeous, and given the somewhat slower pacing you’re able to generally take it in. In addition, as you play you’ll gain in-game currency you can use to get new gear for your ride, pimping them out in some ridiculous ways if that’s fun for you. Where the problems come in though is in evaluating it as a racing game though. The most notable issue I had is the fact that there’s very little sense of speed, and certainly it doesn’t feel like there’s a huge gap between your lowest and highest speeds overall. There is an attempt to create some sensation of it by including speed lines to try to sell the wind racing by, but it really isn’t enough to be at all convincing. Throw in some weird bugginess with clipping and that the cars apparently weigh about as much as a husky toddler in terms of the crash physics and despite being pretty it doesn’t have much going on under the hood.
Justin Nation, Score: