Developer: Gratuitous Games (Port), Midway Games (Arcade Original) Publisher: Midway/Nintendo
Released: October 17, 2000 Rated: E 6/10
Cruis’n Exotica closes out our trilogy/quadrilogy of N64 Cruis’n ports (it all depends if you count California Speed). From what was once a crucial and keynote part of the console’s early lineup, we arrive, somewhat unfortunately, at what can’t help but feel like just another racing port in Midway’s widespread catalog. Having raced all across the United States in the fall of 1996, then conquered the world two years later, Midway’s globetrotting racer looks to delve into the previously unexplored nooks and crannies of the world and beyond, with tracks like Las Vegas, Holland, and Hong Kong that would have fit right in under the Cruis’n World banner, as well as more exotic locations like Atlantis, the Sahara desert, and Mars.
Nothing Exotica brings to the table is going to reinvent the series gameplay by any stretch, so it almost goes without saying that those that find themselves bored or underwhelmed by the overly simple controls and mechanics of the previous titles need not apply here. But as I’ve said before, there’s a certain charm behind this style of gameplay that contrasts it with titles like San Francisco Rush and Top Gear Overdrive. Credit is still to be given where it’s due for visual variety and intrigue that’s well-cultivated by its arcade pedigree. A short two minute race with some sweet landmarks and interesting concepts in the track design isn’t redefining the genre, but racing underwater past great white sharks and blue whales still delivers enough charm to live up to what the series has been going for all along, particularly in its original arcade machine form.
Some slight tweaks are definitely noticeable in game feel, something I think was definitely ensured by a new developer handling the job of porting this entry compared to the previous titles. We’re certainly not getting the intricacies of World Driver Championship or the simple-yet-challenging system of something like Mario Kart, but compared side by side, it feels a touch better. About the same level of improvement as the graphical quality, which is, again, not a night and day change, but certainly noticeable compared to any of the other Cruis’n releases on the N64. Mainly I find that the car models look sharper against the backdrop, which is largely due to their simplicity. They may not be all that heavily detailed, but their distinctiveness from one another both visually and statistically this time around feels like another plus for Exotica, however small the merits are to be had across the board between Cruis’n titles. On the other hand, I have to say I’m really disappointed about the step back the soundtrack has taken in this entry, having personally raved about the creativity and variety of the compositions in Cruis’n World. Vince Pontarelli remains the composer for this entry, and his full soundtrack in the arcades is definitely a bit better with its sound variety and quality. I still think the compositions aren’t quite as good this time around, but I’m largely putting the blame on Gratuitous Games and/or whoever was responsible for recreating the OST for console. Not that their work wasn’t cut out for them, with much weaker hardware, but Cruis’n World’s soundtrack didn’t suffer nearly as much, in my opinion.
If there’s one thing I think I can confidently say about Cruis’n Exotica in how it sets itself apart from its predecessors, it’s that the N64 version certainly seems the most attuned to being a console title. I say this because while content may still appear a little light the first time you start the game, the available modes and unlockable cars will soon attest that Gratuitous Games put in a solid effort in making the best package out of what was handed to them. Along with Cruis’n Freestyle, which is largely a free race mode to try out cars and tracks, and Cruis’n Exotica, a tough arcade-style mode that requires you to place first in every race before moving on to the next, the main, most console-attuned mode is the Cruis’n Challenge. Here you’ll race the tracks in a variety of formats with some divided or reversed, arranged in a circuit format, or simply build up your nitro for a short drag race. It’s not Diddy Kong Racing’s adventure mode or Burnout 3: Takedown’s World Tour, but it’s a solid effort in making the N64 version worth playing, and it makes Exotica worth a try for those who have enjoyed the style of racing the series brings to the table.
Additional Information
Saves: Cartridge
Players: 4
Compatible with: Rumble Pak
Print Guides: None
Aggregate Critical Reception (GameRankings): 55.87%, based on 8 reviews
Other releases: North America Only
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Featured in Nintendo Power Volume 138 (November 2000)