SKIDMARKS IN YOUR BLAZER
Screenshots of BlazeRush immediately piqued my interest by evoking the spirit of isometric arcade racers from the 1980s and ’90s. I spent countless hours perfecting cornering techniques in games like Skidmarks and Ivan "Ironman" Stewart's Super Off Road on the Amiga, and many people still fondly remember Rock n' Roll Racing. BlazeRush clearly wants to tap into that lineage.
But this futuristic, post-apocalyptic racer from Targem Games is less about mastering driving technique and more about surviving chaos. Precision racing quickly takes a back seat to brute-force mayhem. Weapons and turbo boosts warp in constantly, turning the track into a battlefield. The controls themselves are refreshingly simple—one stick for steering, two buttons for firing and boosting—and they feel slick and responsive. Unfortunately, that elegance is undermined by the sheer visual noise. With explosions and effects constantly filling the screen, it’s often hard to tell what’s actually happening.
This design philosophy carries over into the single-player campaign, where it makes far less sense. No matter how well I learned the tracks or how cleanly I drove, some opportunistic AI opponent would inevitably launch a homing missile in the final stretch, blasting me off the road and dumping me into last place. Eventually I adopted the same tactic myself, with better results—but then success boiled down almost entirely to luck with weapon and boost pickups.
Far more enjoyable are the “King of the Hill” stages. These pit drivers against one another in a last-man-standing brawl, where the goal is to knock rivals off the road while being pursued by a massive spiked steamroller that accelerates relentlessly until it crushes everything in its path. These levels best express the game’s underlying theme of ruthless, almost cartoonish competition—and they’re the closest BlazeRush comes to fully embracing its own identity.
By the end of this wildly uneven experience, I can offer only the most lukewarm recommendation. Calling BlazeRush “average” feels misleading—it provoked stronger emotions than that, especially early on—but taken as a whole, average is precisely where it lands. I appreciate how easy it is to pick up, but once you’ve spent some time with it, there’s little incentive to stay. It can be a decent way to kill time, yet its emotional highs fade quickly, and its spectacular weapon effects burn bright only to disappear just as fast—like fireworks, impressive for a moment, then gone.




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