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Burnout Revenge Review

Xbox Review by Kristan Reed

5 October, 2005

Criterion's decision to literally sell out to Electronic Arts was a bit like seeing your favourite chart-flirting indie band shack up with a royalty-cheque-waving major label. You knew full well that stadium-filling super-stardom was just around the corner, and that the clever hooks and licks would be commodified into something more palatable and acceptable to the masses. You wearily accepted that your cool, best-kept secret was somehow never going to be the same again, although you knew deep down that they deserved the plaudits. And the cash.

And so it proved.

Last year's Burnout 3: Takedown was the pivotal release that went 'mainstream'. To see the brand finally getting the recognition it deserved was a great feeling. But at the same time, a chunk of the game's soul was sacrificed at the altar of cash. With an excitable DJ spinning a selection of ill-fitting US-centric 'punk' tunes, and a selection of made up buzzwords to describe the action, Burnout was rapidly becoming SSX on wheels. Sadly, that was the point. On top of that, a slightly rushed, bodged online implementation left many of us wondering what might have been.

Were it not for the fact that the core face-wobbling gameplay was still utterly majestic (for many, the best arcade racing game ever), we'd have probably vented our anguish a little more. As it was, most of what we were complaining about was the marketing direction, and acknowledging that it all felt a bit 'young' for us now.

Spot the difference

And now - uh oh - we're now deep into familiar EA annual update territory; usually the rocky road to creative doom, where genre-busting franchises are churned out into oblivion and we play a thousand-word game of spot the difference. You think we're joking.

But this is still Criterion we're dealing with, as opposed to Amorphous EA Games Studio Chertsey, and as such our expectations remain ridiculously high. Maybe too high. So, yes: version 4, otherwise known as 'Revenge'. Whether this is Criterion's revenge on us, EA, or multiple targets, it's not clear, but it has definitely taken notice of some of the core criticisms leveled at Takedown. They took the advice of Mr Morrissey and hanged the DJ, for a start. All is forgiven. Well, almost.

Even so, we had (and have) lingering concerns about whether the world actually needed another Burnout so soon. Like many people, the very concept of the annual update makes our flesh crawl. It's the smell of a money-making machine. What else was there to do, apart from continue to offering more tracks, cars and make it a better online game? It was already one of the best-looking games ever made, and playability wise was more or less spot on (albeit, arguably too easy) so adding technical bells and whistles wasn't necessary. Making it more challenging might have pleased the likes of us, but we all know the masses aren't terrifically keen on actually having to work for their fun.

Out of focus

'Burnout Revenge' Screenshot insane

The crashes are even more insane this time. If that's possible.

So what did Criterion do? Quite simply, it has shifted the focus even further away from the traditions of racing games by now allowing (and in part tasking) the player to smash into the very same traffic you've spent the last three versions studiously avoiding. However ridiculous a concept that sounds (or looks when you see it running), there's no denying that Burnout Revenge is a very different game because of this new play mechanic - and one that has already stirred up a fair bit of controversy among the fan base. Some love the new mechanic, some despise it. It really is as simple as that.

To introduce players to this radical shake-up of the gameplay, Burnout Revenge's very first event chucks you right in the deep-end with the brand new Traffic Attack mode. Throwing you into a busy environment, this chaotic introduction passes by in a blur of twisted metal and glass shard as you slam into one vehicle after another in the name of 'Traffic Checking'. Like a steel-toe-capped boot applied to a child's toy car collection, you sweep all before you in a blizzard of metallic destructive insanity. It's utterly ridiculous, but in a sense entirely in-keeping with the progression of the series so far. Burnout has, after all, succeeded because of its utter rampaging ridiculousness. We love it because of it.

To lend this mayhem some sense of structure and purpose, you have to work against the clock in order to rack up a certain amount of 'checks' in order to win a medal. But continuing to smash up cars also gains you a small chunk of time to enable you to carry on to earn the ultimate prize of a Gold Medal and an Awesome rating. In a new and vastly superior progression system, the combination of medals and ratings allows you to earn up to five stars per event, with each star earned going towards improving your rank.

Holy progression system

'Burnout Revenge' Screenshot eyes

Always keep your eyes on the road.

In a nod to Gotham's progression system, you have eleven ranks to unlock, Revenge now has a far better way of measuring your progress, and lends a much greater incentive to go back and replay events to gain the remaining stars in order to unlock the harder ranks.

Within each rank reside an even greater assortment of Burnout events than ever, with the old school Race and Crash events now getting equal billing alongside the new Traffic Attack mode as well as the likes of Road Rage (take down as many designated opponents within a time limit, by whatever means necessary), Burning Lap (complete the circuit within a given time limit), Eliminator (the last-placed racer is eliminated every 30 seconds), Grand Prix (win a three race championship), and the Preview event (a chance to test drive some of the faster vehicles in the game in a one-off race).

The first thing to note is that our beloved Crash mode is as utterly, insanely brilliant as ever. There are only 40 Crash events in total (substantially down on last year's total of around 100), but the principle of Less is More definitely applies here. Not only that, there are some incredible, crazy, infuriating, addictive and downright demented junctions this time which really had us replaying them over and over. And - joy - Criterion has evidently admitted that Crash Multipliers are definitely a Bad Thing, having stripped them out this time around. Instead, you're now tasked with the simple premise of wiping as many vehicles as you can (with a specified limit this time, too), trying to mash up the moving takedown target as well as explode as many vehicles as you can. Part of this relies on building up your crashbreaker bar, and once it hits the magic 100 per cent mark, you must hammer the B button furiously within five seconds to launch your vehicle on an explosive journey to hit anyone who has been left out of your festival of carnage. It's still close to being the best fun ever, and, again, we'd buy the game simply to play this mode.

But, but, but.

'Burnout Revenge' Screenshot fireworks

Remember: fireworks and cars don't mix.

Here comes the But. Outside of Crash mode, the racing-based gameplay has changed quite significantly. While events remain superficially unchanged from last year's Takedown, the ability to batter traffic out of the way radically changes the way you approach tracks and play events, making it in some senses less skilful, and in others more so. For much of the game, all you have to worry about is oncoming traffic, HGVs and immovable obstacles, making much of the game much easier than it used to be. In fact, despite the presence of around 169 events, you'll clear a hefty chunk of them with a Perfect rating on your first go. It's only in the latter stages, or when you're going for Gold that old campaigners will really have to work up a sweat, forcing you to play the game like a demented form of racing snooker - strategically smashing cars into opponents ahead or behind.

As great as it is to see new ideas in action (rather than just churning out more of the same), Revenge doesn't inspire the same palpitating sense of all-or-nothing immersion it once did. As much as we love winning, and clocking up those gold medals, some of our victories simply felt hollow, having been virtually handed to us on a plate. Unless you're one of those people that routinely likes to cheat your way through a game, the sense of achievement has been diminished thanks to traffic-checking. Much like Gotham 2, single-player progress can feel like a procession. Even Bronze medals are deemed good enough to allow you to fly through the ranks alarmingly quickly.

The main problem with racing in Revenge is that boosting is now virtually a given. It's almost permanent. The central racing mechanic of the first two Burnouts was to build up the boost bar through skilful driving and let rip at an appropriate moment, but in Revenge, you barely have to lift a finger to boost your way through entire events - again, diminishing the reward structure that was so perfectly balanced in version 2. To reflect that you've spent literally your entire time with your right index finger on the throttle and right thumb on boost illustrates what kind of game this is. Boosting should be a treat, a reward, but in Revenge you're spoiled rotten. Criterion needed to keep the balance poised, but it wants to pander to the less skillful gamer to sell more. We can understand wanting to make it more accessible, but there really should have been a way to ramp up the difficulty level for us old hands.

Check yourself

'Burnout Revenge' Screenshot shiny

Why can't my car be this shiny?

The chief component that tipped the balance too far is traffic checking. Being able to gain boost for smashing, as well as drifting, grabbing air, near misses, driving into oncoming traffic, rubbin', trading paint, takedowns and lord knows what else weighs the reward system way too generously toward the player. There's literally no more than few seconds in an entire race when you're not boosting, changing the finely tuned gameplay into something else; something that hardcore Burnout fans might not be entirely satisfied with. It's true that some of the latter events demand a more skillful approach, but that's assuming you even persist that far.

The question for Criterion is whether the 'hardcore' Burnout player is really a priority anymore, whether this vocal aficionado is the person it is pitching the game at these days, or whether Revenge is an exercise in changing the dynamics so that they become more accessible to the type of casual gamer that wants to feel like a gaming god without having to really try too hard. Was the Revenge project about making the best, most refined and entertaining Burnout game it could possibly be, or essentially delivering a safe, easy version of the experience that the masses can scream at like a trainload of riders on the Oblivion? And sell as many copies as Need For Speed Underground II?

It's a shame that Burnout has become less challenging and therefore less immersive as a racing game, because in all sorts of other respects it's an incredible achievement. Take the visuals, for a start. Praising Burnout for its looks is as useful as observing that an alcoholic likes a drink, but even so, the fact that Criterion is still managing to squeeze a little bit more out of the current generation technology is worthy of generous applause. And not only is it the best-looking of all driving games, it's the slickest, smoothest and fastest. Crank it up on a big, high definition screen and you'd swear you were looking at an early next-gen game (and having just seen what the 360 has to offer today, that's no exaggeration). We would like to register a small complaint, though, and that's the current trend (shortly to become an obsession) with 'blooming', the pseudo-High Dynamic Range effect which is supposed to simulate the effect of bright light bleeding into a darkened environment. Like FIFA 06, Burnout Revenge is often awash with the stuff, and it gives the effect of your TV's brightness being turned up too much. Frankly, we prefer the crisper way it used to look, though the game still looks fantastic, and is fearsomely fast, so it's more of a niggle than a serious complaint.

Hear my roar

'Burnout Revenge' Screenshot twowheel

Two wheel driving. Highly recommended.

Even in audio terms, the game excels whether it's delivering a roaring engine, a bone-crunching smash or the haunting slow-motion sounds when you've crashed. Top marks.

On the other hand, we're still not overly sold on the 41-strong US-centric soundtrack (though a handful of tracks are in our record collections, so it can't all be bad), but at least there's no DJ to spoil the party. Also, it's worth pointing out that if any track is particularly getting on your nerves you can either tell EA Trax to turn it off, or customise it entirely (on the Xbox only, obviously).

One area of the game that has definitely been much improved is the multiplayer portion. Takedown drew extensive criticism thanks to a horrendous front-end that dismissed the intuitive Xbox Live standard in favour of a bizarre use of regional lobbies, while assorted technical issues resulted in players being kicked off unreliable servers. On top of that, none of your hard-won single-player career achievements, times or scores were comparable with your online friends, which flew in the face of games like Project Gotham Racing 2, which succeeded by making every part of the game - both offline and online an integral part of the experience.

As far as the latter issue goes, Criterion has continued to ignore pleas to integrate the single-player with the online experience, but has at least ditched regional lobbies and made the online experience comparable with most standard Xbox Live games. Sadly, you still have to tediously agree to comply with EA's Ts&Cs before you can start, but after that you can get going with some six-player action just as you'd expect.

Play it again

'Burnout Revenge' Screenshot bloom

Yay for bloom effects!

Online play works on the basis of rank, starting every player off on level 50 for both Racing and Crashing. Within a few hours you'll have upped your rank considerably, which then basically rewards you with the ability to play with the cars you've already unlocked in single-player. Though this does feel slightly unnecessary if you've ploughed ten hours into the single-player game, it does mean you can't just go for the most powerful cars right away. In fact, until you've actually achieved the rank, you can't host matches of that given level, giving you a decent incentive to graft your way up.

Disappointingly, EA's servers have a bizarre tendency to kick out the sixth racer for no reason at all; an awful bug that we're amazed slipped through. You may imagine that it's just a vindictive host, but it is, we're informed, nothing to do with that. A patch will be forthcoming, no doubt, but for now you're going to have to make do with the issue. D'oh. Despite this massive oversight, the various online modes (of which there aren't many, with just a few variations on Crash and Race modes included) are enormous fun - though the interminable wait for others to finish their turn in Crash Party mode can get a touch tedious.

Whenever a game moves away from its original vision, there's always a backlash, and it's already apparent that Burnout Revenge is right in the midst of one right now. As far as we're concerned, we can fully appreciate the reasons why Criterion has chosen to go down this more commercial road, even if we don't particularly agree with it. Making the game easier, making it more accessible and delivering instant fun will probably result in better sales, so on that basis the game succeeds.

Rated completely on its own merits, Burnout Revenge is still an outstanding game, providing relentless entertainment. Crash mode is still as stupendously compelling as it ever was (righting the wrongs of Takedown) and is not only a massively addictive single-player game, but insanely good fun in six-player online mode. The real let down is the racing, in that it's simply not as much fun as it used to be, and as such Revenge can no longer be considered the best Burnout game. That's not to say it's "not fun", because we had a blast, but tasked with weighing it up against its predecessors, it's a slight backward step. Revenge may be a dish best served cold, but in this case, taking the heat out of the game wasn't what we were hoping for.

8/10

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Comments: 1-50 of 68 in total | next 50 »

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l_p_4_7
05/10/05 @ 16:07
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Excellent review, agree completely with the score aswell.
ecureuil
05/10/05 @ 16:09
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Thumbs up on the Panic reference.
Yossarian
05/10/05 @ 16:09
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great review
Fatfish
05/10/05 @ 16:11
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Oh, this is so last season now!! ;)

Totally agree with the review. Have to say, thoroughly enjoying the game but certain aspects aren't quite right - like the racing. Doesn't feel quite so fulfilling and complete as it did before - still maintains that 'gripping the edge of the seat with sphincter' aspect though!

And is it just me, or does the rubber banding effect on rival cars not seem quite so bad on this one?
Merefield
05/10/05 @ 16:20
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As good as Halo, then?

SORRY!
Putty Man
05/10/05 @ 16:22
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Good review.

Tho I'm still just a bit pissed off Burnout 3 got such a good review and is held in such high asteem, for me B2 was the pinacle of the series. And I honestly dont say this because of any anti-EA bias.
PearOfAnguish
05/10/05 @ 16:22
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They broke Crash mode. Well, they broke the whole game really, but after getting rid of the bonuses in Crash they promptly replace them with a ridiculous golf game swing-o-meter-of-doom and some kind of explosive Track n Field simulator. It's no fun anymore, just a chore.
Edited 1 times, most recently on 05/10/05 @ 17:22
Huntcjna
05/10/05 @ 16:23
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Superb Review I picked it up and had 15 hours of fun with it but I agree that it does dilute itself after a while when online does work though its excellent
l_p_4_7
05/10/05 @ 16:23
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I think the next Burnout should include a 'classic' mode with the same game mechanics as BO2 (earning boost and using it only when the bar is full/no traffic checking). That way, the majority of the game would remain the same (more accessible and less tricky) but the more hardcore racing fan would still feel rewarded.
hp_on_toast
05/10/05 @ 16:24
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" I think the next Burnout should include a 'classic' mode with the same game mechanics as BO2"

Agreed - I was disappointed that such a mode did not make it into Legends too.
ralphwolfenstein
05/10/05 @ 16:25
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"Sadly, you still have to tediously agree to comply with EA's Ts&Cs before you can start, but after that you can get going with some six-player action just as you'd expect."

For example, you agree to let EA have your credit card details. Seriously - it's there in the small print...
teabagger
05/10/05 @ 16:28
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Yearly updates?

No, thanks very much!
nicka
05/10/05 @ 16:31
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Good review, although I was wondering if they'd done anything about the "rubber band" AI this time around? That really spoiled it for me last time.
Lovemoose
05/10/05 @ 16:33
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The constant clamping of my thumb on the boost and my index finger on accelerate gives me cramp... shame the tactical boost gathering of the first couple of outings has gone.
Dr_Actually
05/10/05 @ 16:33
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"Was the Revenge project about making the best, most refined and entertaining Burnout game it could possibly be, or essentially delivering a safe, easy version of the experience that the masses can scream at like a trainload of riders on the Oblivion?"

Well put, nail hits head.
Mirkan
05/10/05 @ 16:52
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Quite frankly I already had this reaction with 3 and got over it. Criterion is taking the series in new directions instead of making the same game over and over again, but I suppose some people like it better that way.

I agree that in the process they've ended up with games nowhere near as rewarding to play in the same sense as before, but really, there's new stuff here that feels and works in a different way because they dared change the series. I respect that.

I have all the games in the series and if I wanna play 2 I'll play 2. No need to make another 2 for me to buy again.

Agree with the score though, I just don't think the best solution would've been to cling on to the past like everybody else seems to these days.
Mirkan
05/10/05 @ 16:59
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ManicMinerUK: I couldn't possibly have put it better myself, I fully agree.
OllyJ
05/10/05 @ 17:00
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My main complaint about B4 is the cars, they're all the same and they haven't given me a better car than one I got about a quarter of the way through!

other than that though it's just fun.
speedstars13
05/10/05 @ 17:49
#19
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Cash Cow Cash Cow Cash Cow Cash Cow Cash Cow Cash Cow Cash Cow Cash
Freek
05/10/05 @ 17:53
#20
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Given Critterion nack for first screwing something up and then changing it back in the sequal and the need for new modes in the yearly update, we'll see Classic Mode in Burnout 5. Where they'll anounce the game is going back to it's roots in a new mode the fans will love. Straigt up racing and earning boosts with near misses, with the Burnout power up making a comeback.

/gazes into crystal ball
pjmaybe
05/10/05 @ 18:09
#21
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Great review, don't agree about crash mode - the swingometer is an annoying and pointless (and needless) addition to what could've actually been Revenge's saving grace.

At least they've managed to sort out the bloody profile preferences this time.

Agreed that the cars are all a bit soulless too, they have some weird and wonderful vehicles in crash mode, then just give you crap looking aston/ferrari wannabes for races.

Peej
Sko
05/10/05 @ 19:26
#22
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Agreed, Peej. The button-mashing also feels like a pointless extra - something to merit calling it updated. Same with the 'target vehicle'.
Martin
05/10/05 @ 19:45
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"They broke Crash mode. Well, they broke the whole game really, but after getting rid of the bonuses in Crash they promptly replace them with a ridiculous golf game swing-o-meter-of-doom and some kind of explosive Track n Field simulator."

I agree wholeheartedly.
morriss
05/10/05 @ 21:03
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8/10 o_O
denis09
05/10/05 @ 21:17
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I was about to lose all hope when I rean ManicMinerUK's excellent comment.
Burnout 4: Revenge is all about adding a new dimension to the skillset. Either you take the safe route (same way traffic, go for the checking) or you take the less safe route and drive oncoming (which gives you a lot more boost, makes it harder for your rivals to take you down, and generally is more of a rush..)

The people who think Revenge is a better version than Takedown are failing to take this into account, and I imagine they are also _trying_ to find flaws, instead of simply enjoying what is again one of the best games this year. Pure undiluted fun, makes for excellent multiplayer, singleplayer and party gaming (crash mode especially).

Imho, EA has done little to endanger the franchise. They brought cash to the party, and gave Burnout: Revenge one of the best soundtracks (if you simply switch off all the boring US "rock"), sizzling video sequences, excellent menus and generally a lot of polish.

The one thing which does annoy me is the games tendency to make your car "swim" in nothingness and suddenly appearing some weird place on the track. No reviewer has noticed this bug, which makes me suspicious.. Is it only me and my two different xboxes? Don't think so..

A definite 9/10, and by far a better game than Burnout: Legends (which has a really bad tendency to slow down and freak out graphically a lot of the time, also feels way too much like playing Burnout: Takedown all over again, which is nice but nothing new.)
Edited 2 times, most recently on 05/10/05 @ 22:19
Xerx3s
05/10/05 @ 21:20
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Yawnage game imo. Good review. Every man his game i guess.

"As good as Halo, then?" - No, not by a long shot. ^_^
pikemon
05/10/05 @ 21:22
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my 2 cents based on a couple of hours play...

pros:
+ looks way better than burnout 3 (subjective)
+ traffic checking balances out the "headlights effect" (= easier to dodge oncoming traffic) found in earlier installations, adds to the general mayhem in a nice way, AND TAKES GAMING FORWARD
+ tracks contain way more shortcuts and jumps than before (let me know if my memory does not serve me right here - i already sold burnout 3) - they also LOOK better
+ menu system is nicer than in burnout 3 (in which it sucked: "are you sure you want to retry?" *confirmation* dialogs with "no" as default option - come on???)

cons:
- soundtrack is quite lame-ish (but you can turn it off or customise)
- golf start mechanics in crash mode are unnecessary (i don't mind B tapping though)
- unskippable camera runs in crash mode are irritating
- still no extensive track record stats AS FEATURED IN BURNOUT 2 (hello?)

difficulty:
- progression is rather easy but getting all golds is not... at least for a casual driving gamer like myself...
- i first thought that the takedowns of AI cars were harder to execute than in 3 (good thing), but i'm not so sure anymore... are they?

ps @manic miner: great points about traffic checking - reviewers don't seem to bother with the fine details of this innovative mechanic
Eighthours
05/10/05 @ 21:23
#28
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Good review. I'd personally give it a 9, but that's because I evidently like the racing more than Kristan!

One small thing to correct:

the all-new Preview event (a chance to test drive some of the faster vehicles in the game in a one-off race)

Those were in Burnout 3 as well.

I'd also question your assessment of how the game looks versus next gen titles. I went from watching the shakeycam realtime PGR3 vids that appeared on the Web last Friday to playing Revenge only 5 minutes later (on a pretty good telly), and for a couple of races before I adjusted, BO:R looked really ugly. Which surprised me.
Edited 1 times, most recently on 05/10/05 @ 22:24
Mirkan
05/10/05 @ 21:37
#29
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Shh, you're ruining the anti-360 bias!
Feanor
05/10/05 @ 21:56
#30
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"It was already one of the best-looking games ever made, and playability wise was more or less spot on (albeit, arguably too easy)"

So you got 100% on Burnout 3? You're a better gamer than me then - 96% was all I could manage before running into the almost impossible last events. Only the crash mode was easy in Burnout 3.
squeakyg
05/10/05 @ 22:03
#31
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This game showers me with way too many compliments and rewards, for very easy and unchallenging gameplay. It only *starts* to become challenging on the 8th segment out of 10, and the challenge only comes from the fact that the AI becomes unfair.

It's disappointing to reach the top "ELITE" rank with more than 200 stars still to go. If the game was made for proper gamers, the ELITE rank would be something you struggle to achieve with the last few pesky stars.

When a rewards system is designed so that *everyone* gets the reward, is it even a rewards system any more? I think my brain has filtered out all the AWESOME!s and PERFECT!s and ELITE!s, because they are meaningless.

Now to race those last two hexagons, where the skill comes from hoping you don't go from 1st to 6th place on the last corner...
chronom4n
05/10/05 @ 22:20
#32
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burnout 3 was quite messed up for me. for example, the boose feature, in BO2 winning hinged on strategically using the boost. also the way you could choose your audio tracks without pausing the game was genius. the circuit layout was damn fine. I also want to mention one thing and maybe someone could relate. I have both copies of BO3 on both platforms and i have found that the in the ps2 version the game felt quite 'weighty' through the pad and on the 'box it felt 'floaty' does anyone else feel like that. Maybe the only thing that may make me purchase BO4 is the traffic checking. But on the plus side i did enjoy the road rage section of bo3. but i still think that BO2 p.o.i. is still the coolest of all the games. oh yeah just one final thing in bo2 how cool was it when you boosted to your favourite piece of music?! AWESOME ME THINKS!!!
nightsparkle
05/10/05 @ 22:22
#33
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i see you guys are already having a great discussion.
first off, i wanna say to kristan, l liked the review very much, as you extensively compare the game with it's predecessor(s)
also, i haven't played bo4 yet.

Ok
the thing i enyoyed most of BO3 was it's skillfull driving: avoiding the traffic. things that could have been made better were the fact you could drive against the edges with almost no penalty at all, and that there was too little difference in the handling of the different cars.

i can see the point of you guys that traffic checking is just another way to get to the finish. but it looks like the ones who think it spoiles the skillfactor thought that maybe they couldn't avoid them very well because the game is too fast, or maybe it's easyer to just trafficcheck the other cars for boost?
isn't there too much interfering between the two ways of skillfully getting boost?
and next to that, it seems like the game just gives away too much boost without having to make an effort or take big deliberate risks.
Edited 1 times, most recently on 05/10/05 @ 23:28
Googly eyes
05/10/05 @ 22:25
#34
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"Damn straight Cronk... and thats part of a fundamental design issue with BO3 that NO review pointed out, and yet it has still been addressed in BO:R... so hats off to Criterion for fixed the stuff that was ACTUALLY wrong, rather than what the critics claimed was wrong... "

Nope, it's even more inconsistent. Parked cars can be smashed up but stationary cars on the opposite side of the road can't? As for avoiding the heavy traffic, you can now knock the buses out the way if someone else has just crashed into them.

Maybe the traffic checking would be more skillful (hitting the cars certainly isn't a penalty! you need to do it to help your ranking) in a race if you had to avoid the wreck you've just sent flying down the road. The AI cars don't even seem to be allowed to take you out by launching another car into you on the one player mode.

At least most of the takedowns in BO3 involved hitting a car traveling at a similar speed.
Artemus
05/10/05 @ 22:30
#35
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If you want a decent *racing* experience from this game, online is where it's at. No cheating computer catch-up to ruin it, a lot less crashes and boost is filled very rarely. It's perfect risk/reward. Burnout 2 is the online mode in Revenge.

BTW the loading is pretty shocking especially when your trying to nail gold in previews/time attacks. One crash means a lengthy reload. Why can't I just be dropped back in?
beep
05/10/05 @ 23:16
#36
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Criterion's decision to literally sell out to Electronic Arts was a bit like seeing your favourite chart-flirting indie band shack up with a royalty-cheque-waving major label.

So Eurogamer would effectively tell Rupert Murdoch and his News Corp cronies where to go if they turned up with a bag full of moolar and the intent to buy out?
RobTheBuilder
05/10/05 @ 23:20
#37
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Probably because it loads the level as it goes along, so it has to reload the start each time. I agree that load time is pretty poor, but then its my fault for buying the PS2 version.
Freek
05/10/05 @ 23:23
#38
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You wearily accepted that your cool, best-kept secret was somehow never going to be the same again, although you knew deep down that they deserved the plaudits. And the cash.

If you're gonna quote, atleast post the rest of it so it apears in it's proper context.
05/10/05 @ 23:41
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you'd swear you were looking at an early next-gen game (and having just seen what the 360 has to offer today, that's no exaggeration).

But the PS3 will be so much better right eurogamer lol
Talha
06/10/05 @ 03:15
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Revenge review at last.

First up, I think what EA has ruined in soundtrack it has more than made up in presentation. The menus, the title, the videos, everything is VERY tasteful, slick and stylish. Kudos.

The game itself? NOTHING ELSE looks like it. Slag me off for being hopelessly pro-EG and pro-Sony and stuff, but before booting up the game I just had watched some racing game vids for X360. When I popped in the game, PS2 version no less, I honestly felt I was playing something better looking than NFS MW X360. Thats an honest opinion.

For the graphics alone, I would have given it a 9. Sure there are flaws, but I think that the way they have built the new tracks with so many traps and nooks and crannies a blind spots, compensates for any increase in ease otherwise. Traffic checking sounded like a bad idea on paper, but in reality it adds to the manic mayhem and looks hilarious.

Guys, stop bickering about the physics of checking - do you honestly think Burnout has anything to do with physics? And I don't agree with the bloke who says the car models are not interesting. They are the best looking in the series.

Nobody has mentioned the biggest flaw in this game (to me at least) - lack of a replay dammit! After performing all the spectacles one would want to see them again in full glory but that does not seem possible - or is it? EA are famous for their spectacular replays, I wonder what happened.

Kirstan also fails to mention the absolutely outstanding presentation of the game. The menus, with a stylized video of a car at full speed in the background, are literally breathtaking. The PS2 version has horrendous loading times, but you have to live with that I guess.

A strong candidate for the BEST LOOKING and MOST THRILLING game of all time IMHO. The only thing to bog it down is decreased difficulty of earning boost, which should really be the point.
Edited 1 times, most recently on 06/10/05 @ 08:14
Genji
06/10/05 @ 07:26
#41
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"For the graphics alone, I would have given it a 9."

0_o
Talha
06/10/05 @ 07:28
#42
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@Genji: Notice the 'would have'? Also, I don't get this O_o stuff. Please explain.
Genji
06/10/05 @ 07:46
#43
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I don't understand the significance of 'would have'. From what I read in your comment, you would give a game a '9' if it had awesome graphics and nothing else. The 0_o expresses surprise at that. Sorry if I misunderstood or something.
Talha
06/10/05 @ 07:54
#44
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@Genji: if you read all of my admittedly long post, especially the last para, it will dawn on you that I 'would have' given the game nine EXCEPT FOR the easy boost problem , which is even more imporant to me than traffic checking. Sorry if I failed to put that to paper - er, keyboard correctly, but that is what I intended. Although I admit I am absolutely thrilled by the look of the game as you can tell probably ;-)

What I meant to ask was I don't get these O_0 symbols so could you explain how many types are there and what do they mean.
Edited 1 times, most recently on 06/10/05 @ 08:55
Hog-lumps
06/10/05 @ 08:18
#45
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changing the dynamics so that they become more accessible to the type of casual gamer that wants to feel like a gaming god without having to really try too hard

So it's for the people who use 'auto' mode in Devil May Cry them...................;)
zErOb_cOOl
06/10/05 @ 08:20
#46
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"a chunk of the game's soul [Burnout 3] was sacrificed at the altar of cash. With an excitable DJ spinning a selection of ill-fitting US-centric 'punk' tunes"

Right I need to get this off my chest.

The DJ in BO3. YOU CAN TURN HIM OFF. END OF STORY. I did. Quit whining you girly boys.

Also. The soundtrack. A fast paced (understatement) driving game accompanied by fast paced music. Nope,...can't see the link there.

I'm sick of people complaining about the BO3 soundtrack! I think it fits the game quite well. Also, some of the bands on it aren't that bad. Ok, I'm 22 now, and have grown out of all that punk rock/emo stuff really, and I like more technical guitar with more soul and.....I won't go into that...I could talk for hours.

But bands on the BO3 soundtrack like Funeral for a Friend aren't bad bands! My Chemical Romance - didn't they win awards this year?! There are a few others on the soundtrack which are quite catchy, and do suit the game, even if you do want to get on your high horse and say your above all that simple, guitar thrashing, mini-mosher, kids stuff. also, even on the PS2 you can turn songs off you don't want! Well, most of them.

Good BO:Revenge review anyway EG. I may give it a purchase just for the improved crash mode. Where is the PS2 version review BTW?
Razz
06/10/05 @ 08:22
#47
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I would have given this a 6. Doesn't deserve an eight.
bivith
06/10/05 @ 08:37
#48
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A first! I agree with every single word of this review!

Crash mode is so much better than in Burnout 3.

One correction "Criterion has continued to ignore pleas to integrate the single-player with the online experience"

This is incorrect. There are offline score tables for races and crashes, uploaded to Live.

Just to add. The menus for navigating the online score tables is fucking horrible. It's like "go into scoreboard option, select scoreboard category, select track, see scores. OK. I want to see the next track. Press B to go back. WTF! I have to select category, and then scroll through the tracks again to get the next score table?"

It's a pain in the ass. If i wasn't so addicted to Crash mode, I wouldn't put myself through the pain.
Edited 1 times, most recently on 06/10/05 @ 09:50
krudster [mod]
06/10/05 @ 08:46
#49
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Of course, not all the songs were bad in B3, but 'Lazy Generation' nearly resulted in the death of myself, my TV, several jopypads, my Xbox, numerous soft furnishings and passing pedestrians. Seriously, Agadoo would have been a better title track.
bivith
06/10/05 @ 08:50
#50
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Oh, and you missed out that they've dropped replays altogether, which sucks.

It's one step forward, two steps back each version.

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