Dale and I are in agreement in that the game basically lives off of the alternate pathway/short-cuts
sequences. I found that seeking out and traversing through the often hidden alternate routes to be
funny, thrilling and addictive, but where we differ is that while Dale found that there was enough in
the gameplay department, I wanted something more. It seemed strange to me that I would play the game
expecting an arcade racer, but ended up enjoying this other unexpected adventure/exploration feature.
Why force the player into all the typical racing conventions with this innovative feature tacked on
to the side? Why not devise a game around the very concept? Blast Corps, a unique game in itself,
didn't force players to compete in a race while trying to topple buildings. Toppling buildings was
its very objective.
My complaint is really more of a challenge to the developers to really come up with something
original in the next go around with the franchise (if there will be one), rather then designing
something that feels more like Need For Speed-Lite. Other than that, I have very few complaints.
Graphically and aurally, Beetle Adventure Racing is top notch. Controls are serviceable for this particular type of
game. Its gameplay is a strange marriage of racing and adventuring and because of it, Beetle Adventure Racing ends up
feeling neither here nor there. Despite its confusion (most evident when the laps start feeling too
long for a race, but too short to find all the alternate routes), Beetle Adventure Racing is still a very pleasant
driving experience.
- Published July 10, 1999
Reader Second Opinions
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