

The game truly shines in all of the areas it encompasses, but the crash junctions are perhaps the most awe-inspiring. You'll be able to either select one of the many "tracks" of any area (sometimes circuits, sometimes point to point), which will in turn offer you a selection of race types, or you can opt to head to a crash junction, which is usually a busy intersection located within one small portion of a larger track. When the game begins you can only race in the states, but very early on you'll be able to jump to the other areas, each offering a number of events (though fewer by far in the Far East than in the other two). The first thing fans of the series will notice is the change in the interface Ц while there are still menus, the rapidly rising popularity of a "world map" or GPS type approach is felt as one is now present, initially allowing you to choose from one of the three playable areas (the US, Europe and Far East). EA took notice of this and in fact published the game this time around, and luckily for us this is one hell of a collaboration.

The utter genius in the crafting of this game can be seen throughout, and the hard work Criterion has put in has truly shown through. Now, a year and a half later, we have what is easily the best of the series and quite possibly the pinnacle of the Burnout games.īurnout 3: Takedown manages to take all of the existing Burnout elements, bring them exceptionally near to perfection and adds in some equally high calibre new features to boot, online play not the least of them. Burnout 2 was released a year later and was even more warmly received by the gaming public than its predecessor, with a mode devoted entirely to crashing and even faster paced racing.

The experience was one of high-speed racing and thrilling crashes, something not often seen in racers these days. This saw the series move to a more open world format, with a focus on exploration as opposed to taking on a pre-set series of races and events.Back in April of 2002 Criterion games released a doozey of a racing game dubbed Burnout. This was Burnout Paradise, which was also remastered only a few years ago in 2018. However, despite how well the game was received there has only been one proper sequel in the last 20 years. Not long after its original release in 2005, the game was given a makeover for the Xbox 360, dropping in March 2006, featuring a much more comprehensive online mode, including the ability to show off your moves by uploading in-game clips to Xbox Live. The hybrid gameplay of racing and combat worked surprisingly well, and taking out a rival always felt satisfying. During this you were able to experiment with all sorts of different cars as you smashed, bashed and crashed your way through numerous different scenarios.īurnout Revenge offered something quite unlike anything else at the time. You were tasked with upping your revenge rank by competing in a whole host of events taking place across the globe. This mode was so much fun to play, and felt different from anything else, tasking you with combining strategy and destruction.ĭespite the main aim of Burnout Revenge being to cause as much destruction as possible, the single player campaign offered some structure in the form of the world tour mode. Earning “crash dollars” relative to how much chaos you caused was the name of the game here.
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With your final breath, you could detonate your car to try and keep the carnage flowing by causing more unsuspecting drivers to crash around you, otherwise known as a “crashbreaker”. The latter had you attempting to orchestrate the worst crash possible at a busy junction, by driving straight into it to trigger an epic chain reaction. The first saw you take part in a race, however every 30 seconds the player in last place exploded until the last man was left standing. You might say it was a very extreme example of road rage.Ī couple of personal favourites were the Eliminator and Crash modes. You could compete in lap races too, however the focus of Burnout Revenge was firmly rooted in aggravating other drivers and doing whatever you can to take each other out. What it did provide is plenty of opportunities to pull off some insane moves, usually ending in one or more cars getting smashed to pieces.
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I thought this was a great idea, which thankfully had no realistic consequences for the driver inside.
