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Burnout has gone through a lot of changes since it made a splash
in late 2001, back when Acclaim was publishing Criterion's legend-in-the-making
series, a series that has evolved from being about crashing and
narrowly escaping oncoming traffic to having a much bigger focus
on shoving your opponents into this traffic. The introduction of
Electronic Arts as publisher with Burnout 3: Takedown saw the game
take on huge new production values and a presentation that easily
outdid the previous versions, but the title also had a heavy focus
on taking down your enemy, hence the name, turning the series into
more of a battle racing game than ever before.
The
newest version, Burnout: Revenge, doesn't make a drastic leap forwards
like the series made from Point of Impact to Takedown (understandably
so, it has barely been a year since Takedown), perhaps this could
be the reasoning for dropping the number from the title as well.
Though it plays identically to how it did last year, the game does
make some surprising changes to the formula, almost all of which
are arguably for the best.
The
first thing any fan will notice is the new ability to rear end pedestrian
vehicles and not crash as a result. This is the change that most
contributes to the game's shift of focus from crashes to battling,
as hitting the cars is almost only good for using them as makeshift
weapons to ram into other vehicles. Another change made to the racing
is a separate game type known as Crashbreaker Race. If you're a
fan of Burnout 3 then you know what that means; when you wreck your
car, you have the ability to instantly detonate in a glorious explosion
that can easily take out any nearby racers.
One
area Criterion focused heavily on upgrades was the graphics. They're
a lot less bright and don't have that Outrun vibe that Criterion
has admitted they were going for. Or does it? The locations may
look a lot more industrial and grungy for the most part, but the
tracks now have so many alternate paths and huge jumps that it doesn't
have to look like a Sega game to capture their vibe - it plays just
like a classic racer straight out of your local arcade. When you
hit a huge jump and go soaring through the air, landing on cars
below, you can't help but feel like you're back at an arcade machine
playing Outrun, San Francisco Rush or Cruisin'... unless, of course,
you never did play those.
What
I'm getting at, though, is the quality of the amazing new track
designs. The addition of multiple heights throughout the tracks
is something that on paper doesn't seem like much, but once you
get into the game and play them, you'll wonder how Burnout was so
good without it. Vertical Takedowns are now a common attack technique
and a joy to actually pull off: imagine driving along a raised platform
and noticing another racer driving on a road below you, then carefully
timing a drop off so that you land right on top of them and the
words "VERTICAL TAKEDOWN!" flash across the screen, letting you
know just how awesome you are. It's a great feeling, just like making
a hard left at the last minute to catch a shortcut that sends you
soaring through the air and over a cliff, barely making the land
onto the crumbling road ahead. I honestly cannot imagine playing
Burnout any other way now - sure, the focus may have dropped from
the crashes and avoiding miles and miles of traffic, but it was
time. Burnout needed to evolve further and the inclusion of huge
air and multiple paths for each track is something that is most
definitely welcome.
That's
not to say that crashing isn't a danger anymore, as narrow shortcuts
are full of nasty edges that hit you out of nowhere, huge jumps
may throw you right off the road and out of the racing area, and
enemies routinely send other cars directly into your path and rear
end you constantly. Don't forget that hitting any oncoming traffic
or any large vehicle, no matter the direction, also results in a
frustrating but oh so sweet wreck.
The
multiple height layers aren't just for the race tracks either; expect
to see a huge selection of new Crash courses for the once again
redefined crash mode. Okay, so Criterion heard all the complaints
about the inclusion of modifiers in Burnout 3 and has completely
removed every single one of them. Winning a Crash mode is once again
based on causing the biggest wreck and you can do that in a variety
of ways.
You
now start off with a sliding vertical bar that works just like golf
swing metres in classic golf titles, but hit it in the wrong spots
and you can potentially blow your engine or stall your vehicle.
Most intersections, as they're now called, come with a separate
area located below the first. This means that you can cause a huge
wreck and then have your car careen off a motorway and into a group
of parked cars below. Each course also has a specific Target Car
that is worth a little bonus if you take it out, and the Crashbreaker
has also been revamped.
As
more cars crash into your wreck, a boost metre fills up a certain
percentage until it reaches the top, at which point you hit the
B button as rapidly as possible to keep it from decreasing. You
have five seconds to make it hit the top once again and explode
instantly, but each vehicle comes with a certain crashbreaker difficulty.
For instance, Level 1 Crashbreaker vehicles can easily be detonated,
but the higher levels are very difficult to actually max out once
the percentage goes all the way up and you'll more than likely be
struggling just to keep it within the 90% range. It really is a
great system that works well and adds a little bit of extra challenge
to the mode.
Yet
another new mode has been added as well, although I can't say that
it's a very worthwhile addition like Road Rage was last year. Traffic
Attack simply challenges you to run into as many vehicles from the
rear as you can while going around a track. Sounds fun, but the
problem is that it's just too easy to do well! Each time you hit
one your time goes up by a small amount, which quickly adds up to
a large amount. Almost every single time I played this mode I found
myself pulling over and letting it end because it just went on too
long after I got the gold medal target.
The
entire career mode is structured a bit differently now. For starters,
you have a rank that begins with the insulting Harmless and moves
up to the overused Elite. You rank up by winning stars, a certain
amount for each rank, and each competition in the Career mode can
give you up to five stars. Depending on how well you perform, you
usually get five for a Gold medal, four for a silver and so on,
however it is possible to simply play badly and only get four stars,
yet win a gold medal. There is still a narrator, or DJ if you will,
but she is nowhere near as frequent as Striker is and to be honest...
I'm bummed about it. Sure, most people hated him [Not me, I think
the guy was hilarious! Ed] but like SSX3's DJ he gave the game a
"live" feeling. Hearing him come on and make announcements during
races was refreshing, while having him tell you where the new events
were unlocked and what events were happening in town was a cool
feature that made the game seem to be updated in real time, even
if you heard the same things occasionally.
This
new female voice rarely shows up, mostly to introduce each mode
the first time you play them, then vanishing for the rest of the
game. Her and the overall switch to a grunge-theme menu presentation
are probably two of my largest letdowns with the title. The menus
work fine, but the colour scheme and overall look doesn't quite
say Burnout to me, at least compared to the last three games. But
hey, there is still something exciting to watch in the background
of the menus at all times, even online like before, which is a nice
touch.
I
digress though... the career mode is now set up in leagues, with
each league holding about four or five smaller leagues of events,
all varying in type. There is still a map display, but it doesn't
look as appealing and inviting as the Takedown's and you also don't
select challenges directly, it just shows you the route on the map
as you pick an event from the menu below. As you progress, the events
obviously get harder, but they also become a lot more fun, as the
new modes and really thrilling vehicles start to come into play.
The career mode is incredibly addictive, in fact I was absolutely
shocked when I discovered I had 10 hours of play racked up already!
I should have known though, seeing as how I was almost finished
with what seemed like a short career mode.
The
online play that was riddled with problems last year seems to be
fixed for the most part. Time is the true factor with this, but
during my extensive online play I never encountered any of the frustrating
disconnects and odd messages that Takedown displayed on a regular
basis. The online user interface feels familiar but different at
the same time and also features an intriguing party system to stay
in touch with your friends. The online game types are basically
the same, with the exception of the crash modes, which now comes
in three flavours. The most noteworthy is a mode that pits players
one against in a room full of six and lasts until each player has
squared off against everyone at least once.
Online
games can now be played back-to-back as well in a Grand Prix style,
where to win you have to perform well in every event. The host can
choose the amount of events and in games like Road Rage where there
are teams, the players are automatically switched after each round
without going back to a menu. Speaking of the menu, players no longer
have to wait for others to select a car in the lobby before hitting
the ready button. I'm not sure if this is the reason for it, but
Criterion has moved the car selection screen so that it displays
after the game loads and right before the actual event begins. Players
have about twenty seconds to pick a vehicle and then wait for the
rest to select theirs before the game automatically begins, and
yes, you can see what vehicles the other players are selecting as
well.
Finally,
the online races are littered with what most people would call screen
trash, but I'm actually a huge fan of the new bombardment of messages
displayed. If somebody pulls off a boost at the start of a race,
you're informed. If somebody goes into first place, or last place,
you're informed. If two players are battling nowhere near you, you'll
know, and if somebody crashes you'll know that too. Think of a first
person shooter and how text is always coming up at the top letting
you know what's going on within the battlefield, such as players
killing other players, then apply it to a racing game and you'll
get the idea. And I must say, this is a great idea and makes races
that much more fun.
As
I mentioned, the graphics have changed a bit but still definitely
retain that Burnout feel. Best of all, the game constantly runs
at an amazing frame rate and looks so smooth that you'll be dying
to see what it's going to be like on the Xbox 360 early next year.
The brightness has been toned down a bit to give it a bit of a grungy
feel, but the intense motion blur and sense of speed has never been
more impressive, especially when other vehicles are crashing, flying
overhead and causing huge clouds of smoke in front of you. It's
one of those games that makes you say, "Wow, I forgot how great
this game looks and feels," every time you pick it up.
The
sound is mostly similar to last year's sound as well, with some
modifications. I won't judge the sound based on the soundtrack,
as that is all just a matter of taste (though I would have given
it extra points for a completely original soundtrack, like Forza
Motorsport's excellent selection), but if you hated it last year
then be prepared to stick on your own music instead, as custom soundtrack
is fully supported. For some reason Criterion also felt that they
should add an audience to the crash mode, which I desperately struggled
to turn off, only to weep when I realised I couldn't. They made
up for that though by making Crashbreaker explosions that much better:
the sound now quickly fades out right before the boom and then hits
you hard with one of the best explosions a videogame will ever make
your speakers produce.
A
10 out of 10 would make sense for Burnout: Revenge; after all at
the time Burnout
2: Point of Impact was reviewed it was also worth a 10 and the
same goes for Burnout
3: Takedown. However, even though I very highly consider this
game to be superior to the previous version in every way, times
and standards change and the incredibly easy career mode, matched
with the total lack of any personality to the cars (and the inability
to give them one) knocks the game back a bit, especially when the
absolutely superb Midnight
Club 3: DUB Edition has a hard, long career mode and in-depth
customisation. That's not to say that MC3 is a better game, as each
one-ups the other in specific departments in a big way, but when
it comes to the overall package, Revenge falls shorter in a few
areas and ultimately most likely will not have the lasting appeal
of other racers out there. But man, is it a thrilling ride!
Burnout:
Revenge isn't a huge leap forward for the series compared to the
evolution between Point of Impact and Takedown, but it is definitely
an evolution for the franchise and once you play it you'll have
a hard time going back to the old track designs. The focus on battle
racing is even more emphasised here than it was in Takedown, hence
the phrase "Battle Racing Ignited" on the cover and it might well
alienate some die-hard fans of the series thus far. However, once
you adjust, it will be hard to resist the addictiveness and pure
fun that is Burnout: Revenge. Like Takedown before it, if you have
a pulse and any sense of excitement at all then you need to own
this game.
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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