The second half of the game, however, is a series of scenarios that follow each other tightly. Because of this, BDF is able to pull off many different styles of game, from racing on a prehistoric hoverboard, to shooting zombies in the head a la Turok, to collecting hapless squirrel villagers to feed to an insatiable vampire. It's this inventiveness and energy that allows BFD to transcend its shock value gimmicks. Another interesting change from the traditional 3D platformer is a major de-emphasis on collecting. In fact, the only thing to collect is money.
Money is easy to find, but it only serves a purpose early in the game.
As a result, the player doesn't have to learn any special moves and isn't given much of a choice when passing through an area. Instead, the player gets to focus on the fun and humor of the task at hand, and those tasks eventually become very challenging. I think I died more often in this game than in my past two platformers combined. The gameplay does present some problems, though. This leads to some frustrating downtime that could have been overcome with clearer designs in some level areas.