Burnout: Revenge Preview

For once, it's all about the new features.

To riff rather unashamedly on something Jim wrote recently, there's something dishonest about that Friends list. "When you're on Live, there are always people who want to fxxk it up," says Burnout producer Matthew Webster. Or who beat you. Or test your patience with their anodyne smack-talk. Funnily, quite a few of them are already on my Friends list. As for the others - last week I was playing PGR3 against an American chap who spent most of the race asking me whether I'd ever driven before, whether we had the wheel over here in Scotland (I'm in London, but let's not get side-tracked), and if I could give the pad back to my son please MOOOOOM; ten minutes after I said goodbye, he sent me a Friends request. Eh?

To get back to Webster though: "and Burnout is all about fxxking things up."

That mentality's very much at the core of the new Xbox 360 version's Live Revenge feature. Having spent some time brainstorming the possibilities for expanding Revenge's Live implementation on 360, Criterion figured honesty was the best policy. "It's not your Friends list now, it's your enemies list," Webster sound-bites with a smile. He's not wrong though: Live Revenge keeps track of people who've secured Takedowns by forcing you to crash or smashing you to bits during races, and points them out when you run into them next time, giving you the chance to settle the score by, er, running into them next time. In the case of players who continually cane you, you might even pick up an archrival. Taking rivals down for victory gives you a satisfying "Score Settled!" notification. We particularly like the idea of betraying people on our team to settle a score. Oh, and they haven't trademarked the "enemies list" thing, Mr Cynic.

'Burnout: Revenge' Screenshot traffic

Traffic vehicles will be just as detailed as player cars, apparently.

Hang about though. An Xbox 360 port with new features?

Yes indeed. "We want Burnout: Revenge on Xbox 360 to be the showcase version," says Webster. That means reworked graphics, sound, ten new Crash junctions not possible on Xbox 1, tweaks to existing tracks, balance adjustments and sundry other changes designed to make the 360 version as complete as possible. There's always going to be an argument about the wisdom/tactlessness of releasing an improved Xbox 360 version less than six months after the Xbox one, but that'll be up to you to consider; sat in EA's monstrous Hillswood Drive complex in Chertsey, I'm trying to focus on the "improved" bit. Which it does seem.

Live Revenge is core to the improvements - as well as keeping track of people you've raced against/embarrassed/been embarrassed by, it'll point out the highest-ranked player so everyone has somebody to pick on - but there's plenty besides. Most prominent during our demo was Save & Share, which lets you share highlights with your friends/enemies over Live or by transporting them on a memory card. "People were always on at us, bring back the replays, we want to share replays," says Webster. "But it's not the five-minute event you want to see, it's the highlight." So you can cut highlights out of full-length replays, creating up to 30 seconds of game to be shared about. Files will be 2-3MB, and direction is left up to the viewer - "We wanted it to be easy to create, so no messing around with camera angles." When we get hold of the pad and download somebody's shared highlight, it's with us in seconds, and we can change the camera angle - as you can do in the game - by fiddling with the right analogue stick and switching between perspectives using a face button.

Criterion being part of the big world of EA, the devs even managed to convince Microsoft to let them do all this without using the global Live interface. "Microsoft wanted us to drive all that through the Guide, so we fought really hard to use the system that we wanted," says Webster. The result is a carousel that lists all of your saved clips, including those available to share (up to three at a time), and lets you list them by event type and date. There's also a recommendation system - if you're notified of a new clip by a friend (notifications will be opt-in, obviously) and like it, your recommendation will spread it around your own friends list. In this way, clips will be spread virally, and Burnout compiles a global top twenty list based on their success.

'Burnout: Revenge' Screenshot features

I did a lot of this sort of thing. To show off features, obviously.

One potential issue is people who use the system to show up any faults that sneak into the game - something Microsoft's clamped down on in the past, banning people from including clips of glitches on coverdisks. Will Criterion and EA take umbrage with people who do this if the situation (or, say, a bus) arises (about fifty feet)? "Nah, the game's the game." Good.

The Live features are hardly the only changes. For a start, the original Burnout: Revenge game has been tweaked in countless ways - the confusing online progression has been dumped in favour of a more obvious ranking system, and the team's tightened some of the Burning Lap mode's demands and loosened a few others. Meanwhile, Eastern Bay - "our weakest track," Webster admits - has been redone completely so that it's easier to remember the layout and a lot brighter. The 360's relative power also means that hitting 'restart' on the pause menu provokes an instant response.

The biggest changes, though, are to the graphics and sound. As you might have seen in screenshots and early footage, the game now models far more damage. "We had a few hinged bits before, but now you can always see when someone's been battle-scarred." Indeed - paint strips away with every scrape, engines become exposed and the crumbling and folding of the car models is very creditable. In Crash mode, the "crashbreaker" explosion you can set off when you've caused a big enough pile-up is virtually nuclear. There's still some slowdown in the build on display, but that almost helps - the screen flashes and the whole place erupts in fiery carnage as everything flies everywhere, before the sound washes over you like a tidal wave of angry metal.

'Burnout: Revenge' Screenshot revenge

I will have my Revenge. When will I have my Revenge, EA? You've got my address.

The audio side has seen the addition of a whole new system for the car engines. The relationship between Burnout cars and real cars was always strained, says Webster, because of the insane acceleration. "If you try and map real engine sounds to it, it just sounds wrong," he says, but thankfully the sound designers found a solution, and the 360's impressive capabilities in this area have done wonders for the subtlety of a big collision. "If you look at the wave for sounds in Crash mode before, it's practically a straight line," he says, gesturing, "but to have loud, you have to have silent." Xbox 360 allows for this, and so all the modelling - from paint-scraping to fresh collisions late in a Crash session - should be possible to make out.

Beyond that, we're also advised to keep an eye out for pre-launch promotions that'll bag us extra cars. Criterion's doing a few of these - for example, the next Xbox 360 retail kiosk will allow players to use a car not available in the game, and by inserting a memory card into the pod, you'll be able to save it off and use it when the game comes out. Not yet though. "We were the first non-official to do disc content," Webster bellyaches, "and they haven't shipped the disc!" Oh well - there'll be other opportunities, we're told, and the various cars, while exclusive to players who seek them out, will be included on the disc in some way so that other players can see them on Live without having to download data first.

All of which just about signals the end of our time with Criterion, but not before I've had a chance to play the game for a while against some other journos in a room nearby. And of course this is where the strength of the game will truly be decided when the time comes - sadly, there wasn't enough time to gauge how things had changed on the track. I didn't win, either, but I did manage to settle a few scores. We'll see what kind of score Burnout: Revenge gets on 360 when it comes out on March 10th.

Comments (40) Latest comment 6 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Rambaldi #1 6 years ago

  • Balor #2 6 years ago

    I was kinda hoping they would drop the 'Revenge' feature, it's shit! Burnout 3 was so much better, scratch that, Burnout 3 is still the best Arcade racer around and I'm not sure that this 360 version of the game will best it.

  • Rambaldi #3 6 years ago

    So you don't have a 360..do you;)
  • Balor #4 6 years ago

    Me?
    Edited by 1 at 19/01/06 @ 14:56
  • Artemus #5 6 years ago

    Another shiny 'upgrade' then.
  • job314 #6 6 years ago

    another triumph for the 360.
  • petebritish #7 6 years ago

    2 must buy EA games featured in 1 day? Must be a record.

    What next a preview of new Fifa game that is actually good?!
  • attep #8 6 years ago

    Sounds great, esp the live side following rivals and such - just drop the traffic checking as that did suck.
  • Nige #9 6 years ago

    Matt Webster once pronounced Anti-aliased - "Anti al-eye-ast"

    I know it was a long time ago, but he shouldn't be allowed to forget it.
  • kalel #10 6 years ago

    Not sure its a good thing that they are not using the normal LIVE implimentation. Burnout 3 online was a horrible experience.
  • alimokrane #11 6 years ago

    Nice ... is Criterion Games ownded by EA by any chance. Dear god I hope not.
  • Blerk #12 6 years ago

    is Criterion Games ownded by EA by any chance. Dear god I hope not.

    They are, yes.
  • JonFE #13 6 years ago

    Blerk, you have to be more gentle in situations like this :)
  • LOLLERS #14 6 years ago

    Matt Webster wants to be american though
  • Blerk #15 6 years ago

    Blerk, you have to be more gentle in situations like this

    It's better to give it to 'em straight. :-)
  • megastar #16 6 years ago

    "another triumph for the 360"

    LOL @ job314
  • infoxicated #17 6 years ago

    Used to be a big fan, but since they took NFSU's catch-up AI onboard it's been in free fall - it's now a crashing game, not a racing game. Long live Burnout 2.

  • Aysir #18 6 years ago

    Such minor improvements though hardly seems to warrant a re-purchase for those who had it on Xbox. If they sold it as half price, that would be something, but full price for a port of a game with a few 'extras'. Crash junctions in that quantity suck, Live Revenge is keeping track of a feature that was in the original and Save and share is hardly anything to write home about.
    "Matt Webster wants to be american though"
    That's probably true of most of Criterion, after all Burnout has mainly US tracks, you only get money is $ and they think that driving on the left is the 'wrong' direction.

    They should just start working on a proper next-gen burnout and ditch this (not that they're going to) and make all the cars different intead of stupid upgrades with either an ST, DX or GT at the end of it X(
  • peterfll #19 6 years ago

    Loved B:R on Xbox but not sure there's enough here to warrant splashing out again. Why not give us a real sequel? Couldn't care less about the Live Revenge feature to be honest as Live seems largely populated by c**ts anyway.

    ps I apologise to genuine and nice folk here who play on Live, I exclude you from the above sweeping generalisation.
  • Glitch #20 6 years ago

    Sounds really good!
  • w00t #21 6 years ago

    @kalel

    +1

    I don't understand why EA don't just use Xbox Live...
  • Aysir #22 6 years ago

    I'm not certain but B: Revenge does use Live doesn't it?
  • Eighthours #23 6 years ago

    The 360's relative power also means that hitting 'restart' on the pause menu provokes an instant response.

    There is a God! Please say that's true for the crash junctions as well!

    Such minor improvements though hardly seems to warrant a re-purchase for those who had it on Xbox.

    Some of us don't have a choice - Revenge isn't backwards compatible, which is an obvious cynical decision to make us buy this one! Thankfully it seems that this version will be the best of the lot.

    Edited by 1 at 19/01/06 @ 19:41
  • secombe #24 6 years ago

    "Burnout 2 on the Playstation 2 defines Burnout for me."

    I take it you've never played the Gamecube version then, its hugely superior. Aside from the extra stuff it has near-instant load times, its worringly quick and makes that "one last go" factor in Crash Mode even stronger.
  • yagisencho #25 6 years ago

    Wishful thinking on his part perhaps, Fruit Salad?
  • Cubfan #26 6 years ago

    All brits are gay, are they not? They sure sound gay.
  • Luigi #27 6 years ago

    Another upgrade from a game that was made to current gen consoles... How about doing some new genuine next gen games instead of this? Don't miss the new Jet Set Willy 2 game for the xbox360 with "improved" graphics :) Salut from Portugal.
  • davyuk #28 6 years ago

    @secombe - I agree. I may just dust off the old cube and have a go...

    @cubfan - Yes, we're all gay. And we all live in London, have cockney/Australian accents, bad teeth, drink tea, eat scones... It's great to be a Brit.
  • darkphoenix #29 6 years ago

    Neither of you have obviously played the superior XBox version, with crispper textures and 5.1 sound, together with the fastest loading times. :)
  • peterfll #30 6 years ago

    @Cubfan All brits are gay, are they not? They sure sound gay.

    If only.
  • Mold #31 6 years ago

    I've got a great idea!

    In future when we post a comment to a 360 thread, maybe we should say whether we actually have one or not. I think the results would be interesting.

    Having said that, you can probably guess who has one and who hasn't just from sorting out the sceptics [old xbox / ps2 / pc / gc owners] from the enthusiastics [360 owners].

    [not got a 360 yet]
  • Eighthours #32 6 years ago

    Interface is all and the Playstation 2 has the best controller of controllers. Dare i say it, the look of the Playstation 3 controller could spell bad news for Sony. Rumours have suggested it is in for a redesign, lets hope so. I say keep it the same, why fix something it if isn't broken.

    The Dual Shock 2 is a heavily flawed controller. Its left analogue stick is in the wrong place ergonomically, and the analogues themselves are spongey with horrific dead zones. In a console market currently dominated by analogue control, that's a disaster. Just try playing Super Monkey Ball on it and then play the Cube version to see how much precision it lacks, or for that matter any FPS game. Additionally, it has no analogue triggers, meaning that it suffers for driving games and again for FPS games.

    The Controller S was far better, apart from its lack of L1/R1 position buttons. Since the 360 controller sorts this out and has improved the original pretty good analogues further, it's even more out in front out of the DS2.
  • tengu #33 6 years ago

    The dualshock 2 isn't a bad controller. I've never had any trouble with it, never known anyone else who had either, but it is very clearly outdated, what with being designed near ten years ago now, wasn't it? It's certainly not something I'd want to be using for the next few years, but I've had no complaints.
  • l_p_4_7 #34 6 years ago

    The original PSone analogue pad, DualShock 1 and DualShock 2 controllers are all essentially just the old digital PSone pad with sticks bolted on. To put it another way... they weren't designed from the ground up!
  • Milbe #35 6 years ago

    I would also love to see an updated Burnout 2 more, but revenge is still a must buy.

    BTW, if you have to blame the joypad, it is already something wrong with you...
  • Talha #36 6 years ago

    Knowing EA, all of you who are crying out for a true sequel - rejoice! The next Burnout will be Burnout Revenge 2: Underground Pursuit or better still, Burnout 2 2: Clash of the Titans.

    Just kidding, but it is a real possibility. And this looks good, but alas, does not apparently fix any of the dumbing down so blatantly obvious in the original Revenge.
    Edited by 1 at 20/01/06 @ 07:26
  • Rambaldi #37 6 years ago

  • dbeamish #38 6 years ago

    Burnout 2 was the pinacle of this series.
  • Mashum #39 6 years ago

    I have to agree, Burnout 2 was a proper arcade racing game, linking burnouts was a challange and a great buzz - the way the music tracks filled out when a burnout was activated really brought out the excitment and danger of it. Burnout 3 was different but very good.

    Revenge just felt like Burnout 3 again but this time you didn't even have to dodge the cars.

    Still no excuse to buy a 360 :(
  • Talha #40 6 years ago

    @Mashum: It is even worse. Not only you don't have to dodge the cars, you hardly need to move the left analog stick at all. And you hardly EVER need to take your right index finger away from R1 at all since boost is available all the time, for sliding, colliding, driving straight, driving in circles, driving upside down, hitting lampposts, farting in D-Major.... Granted there are some tricky corners, but on most of the corners super-glossry green arrows vitually steer for you.

    'Another triumph for the 360 " - sure, whatever, but if it is just a prettier version of this dumbed-down, monotonous, confused behemoth of a game, I'll pass. Plus I repeat (ad nauseum, some would rightly say) that it is high time racing games started showing some humans on street tracks.

    /sorry for the rant - I sure feel better now.
    Edited by 1 at 20/01/06 @ 13:06
  • oerhoert #41 6 years ago

    Meh. Burnout: Revenge was a real borefest, so I don't have my hopes up for this one.
  • zErOb_cOOl #42 6 years ago

    "another triumph for the 360."

    Another?
  • Hellhound #43 6 years ago

    Umm... infoxicated, Burnout 3/Revenge aren't really true racing games offline, I agree, but if you play them online - on either PS2 or Xbox - you really have to race well to win. Drifting around corners, driving in the oncoming lane, getting big air, boosting strategically... you need to do all of these things and more if you want to win online. There's obviously no rubberband AI online.

    And to the person who said the arrows guide you around the track, well, if you scrape the walls you're not going to win the race. Also, when you're online you really have to work to earn your boost.
    Edited by 1 at 25/02/06 @ 01:15