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Burnout races onto the shelves just a couple of weeks after the
UK launch of the PSP and I'm thinking this must be a good thing.
This must be really, really good, if it misses the launch date by
a mere two weeks. It must be so unbelievably good that they weren't
allowed to release it on launch date because it wouldn't give anything
else a chance. Cue Family Fortunes sound effect and a big red cross
flashing in front of your eyes, because unfortunately this just
isn't all it should be.
Here's
a brief Burnout lesson to bring you up to date on the history. The
original game came out on PS2 not far into the console's lifespan.
It was fantastic, the game that everybody had been crying out for;
hailed as the new Outrun, it looked amazing, had perfect arcade
handling, was blisteringly fast and had a couple of nice innovations
up its sleeve. Firstly, you filled up your boost bar by driving
like a maniac (near misses with cars, driving into oncoming traffic,
drifting around corners, etc.) and secondly whenever you crashed
it replayed instantly in slow motion to show you a cash value for
the destruction you'd caused.
Then
Burnout 2 came along, it was infinitely better (still my favourite
in the series) and the crash for cash option was added, where you
simply had to cause as much destruction as possible. You could team
up with a few mates and compete for the best scores by passing the
control pad around. It was perfect post-pub fodder and even the
girlfriends enjoyed playing it (how rare is that?) The rest of the
game was tweaked, the handling got better, the racing was more forgiving
and a cop chase mode was also included.
Then
we had Burnout 3: Takedown, which had some excellent additions,
such as when you crashed, you could steer your vehicle in slow motion
to try and take out passing opponents or other traffic. The racing
became an out an out brawl, the boost bar increased in size with
the more carnage you caused and taking down your opponents (accompanied
with a marvellous slow motion shot of them flying off the track
in a tangled mess of metal) became a key part of the gameplay. Unfortunately,
the whole thing stank of EA; the menus were all radically fiddled
with and it had a cheesy American inoffensive commercial garbage
soundtrack tagged on. They'd also scattered multipliers around the
crash courses, which meant the girls didn't want to play it anymore,
as it was less about crashing and more about guiding your car in
the air.
That
brings us to Burnout Legends, which is a mixture of some of the
best (and worst) elements of all three games, the takedown skills
of the third, the crash function of the second and unfortunately
the graphics of the first. Probably about three months prior to
its release, when it hadn't been play tested properly and was still
a bit glitchy. In addition, they've retained the awful interface
and soundtrack from Burnout 3.
The
graphics are the first major disappointment, as Burnout games in
the past have been nothing short of amazing graphically; smooth,
fast and incredibly detailed, but Legends just looks a bit unfinished.
Imagine playing a PC game where you've had to turn down a lot of
the settings because your memory's not up to scratch - you have
to lower the textures and the water detail etc. It's glitchy too,
as the bonus points on the crash courses jiggle and wobble around,
while the camera never seems to quite know where the action is.
It doesn't even give you the cut scene you used to be treated to
that scanned across each area of your crash, slowly showing you
how much you'd earned for each collision and what you'd missed.
The PSP must be making these calculations to give you the score,
so surely it can't be so difficult to show them to you.
In
a race there's a little less to complain about, as the action moves
at an amazingly fast pace and there's no hint of slowdown, but the
game's main draw is also its main drawback; it's so fast that you
just can't see what's coming properly. Airport terminals 1 & 2 (tracks
I really enjoyed before) become a chore, as it's difficult to know
exactly where you're going at high speeds.
There're
plenty of other different races available, Eliminator (where after
each lap the trailing car explodes), Road Rage (destroy as many
opponent cars as possible), Face Off (a head to head with your opponent's
car as a prize) and Pursuit (cop chase, like Chase HQ). The only
problem with having all these extra modes is that an actual race
comes along only once in a blue moon, as you're always busy having
to do other things.
The
rewards are excellent though and perfectly paced, as there's what
seems to be a never-ending list of cars, events and crashes to unlock.
As well as this, some of the cars you get are unique to you, as
there are around twenty cars in the code of which you'll only ever
unlock five. To get your hands on the others, you have to challenge
somebody with another PSP who's got them unlocked and win against
them in a race. I think that's a really excellent touch. A really
poor touch though is that you can't do a crash multiplayer on a
single PSP - you have to link up. Crazy!
The
only thing that saves Burnout Legends is that it is a Burnout title,
so the handling, fast-paced arcade racing action, quirkiness of
the crash elements and masses of stuff to unlock make it worth the
money - but only just. As an avid Burnout fan, I can't help but
feel a little cheated; this game feels unfinished and rushed. Hopefully
this is just a blip and I truly hope these problems will be rectified
for the next title, because at the moment it would seem as if EA
didn't just ruin the menus and sound tracks when they took over
as publisher; they seem to have taken its integrity as well.
Reviewed by Mark Hayhurst for AceGamez (All Rights Reserved).
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