Reviews// Burnout: Revenge (Xbox 360)

Dead for tax reasons

Posted 20 Mar 2006 19:45 by
If you've spent the last four years on the moon, or dead for tax reasons, you might not have heard of Burnout. For those people only, we have this paragraph. Everyone else can skip ahead to the next one. Burnout comes from Criterion Games, and was originally published by Acclaim, before the latter went tits and the former were bought by EA, who now publish the series. Still with us? It's a street racing game with a difference... and that difference is that you build your boost bar by driving aggressively, drift and driving into oncoming traffic are two ways of doing this. In earlier versions When your boost bar is full, you get to put the pedal past the metal and Burnout, a sort of Nitrous boost that bends space and time, or at least perspective. Boost all the way to the bottom of the bar, and you get a refill. Chaining boost equals big points bonus.

Burnout's fourth incarnation has been around since September 2005, but it's just hit Xbox 360, and it is the definitive version. Ignoring the fact that SPOnG is a big fan of HD for racing games, believing as we do that this is the genre that benefits more from the improved resolution than any other. HD is being pushed on us purely to allow the big media companies to force through the adoption of Digital Rights Management in hardware, the benefits are frankly, risible, and existing formats could handle the software, but we're getting HD-DVD and Blu-Ray foisted on us to force us to upgrade everything: receivers, DVD players, TVs the lot, because if any link in the chain doesn't use DRM, the Big Business won't be able to stop us stealing from their poor impoverished pockets.

So, HD is a big con... but for racing games. IT ROCKS! The improved resolution enables you to plan for upcoming turns better, to recognise and avoid obstacles and to generally drive faster. Of course, with Burnout being available on the PS2 already, we've got a yardstick to measure the 360 version against, and the improvements are considerable. Not just in terms of the improved resolution but also in terms of a few tweaks that have improved the gameplay. Most noticeably, the ridiculous golf-swing start to crash mode missions has been removed.

When EA took the helm of Burnout, many people wondered if quality would slip, as the relentless Burnout 04, Burnout 05, Burnout 06, Burnout Street Racing, FIA Burnout: Road to the Roadrace Cup, treadmill kicked in. And the first EA outing, Burnout Takedown/Burnout 3 seemed to indicate this was the case. The addition of pick-ups in crash mode seemed like nothing more than tinkering for tinkering's sake or, more likely, to justify a new version of the game. The golf-swing start in crash mode on Burnout: Revenge seemed to emphasise this decline, so it's a relief that both of these unpopular additions have been removed in Burnout 4. It's especially impressive that the golf swing was removed between PS2 and 360 releases of the same version of the game, and it shows that Criterion and EA are listening, though how it ever got included in the PS2 version is inconceivable.

Of course, taking out crap things that you yourself added in earlier versions is not a SPOnG approved way of making your latest sequel an improvement over previous versions. And it's hard to say, when pure logic is applied, that Burnout 4 is any better than Burnout 2. That all comes down to whether you personally belief that the "Takedown" features added in the cunningly titled Burnout: Takedown represented an improvement in the gameplay or not. Previously, Burnout was a game of near misses. Passing very close to traffic, or even "rubbing" passing cars added to your Burnout bar, once it was full, you could burn, the skill was very definitely in near-miss traffic avoidance. Otherwise, Burnout was very much a racing game, with a nice sub-game of Crash Mode. In Burnout 3, this was turned on its head as crash mode was incorporated into the game fully, and the idea became to try and hinder your opponents' progress by forcing them to crash. Burnout Revenge builds on this by making traffic moving in your direction your friend so that you can knock it out of the way as if it were a bagatelle. If it then collides with your opponent, it takes them out in a spectacular crash. If we ignore the obvious contradictions from the point of view of physics, there still remains a considerable change in game mechanics. For some this makes Burnout a better game. Those who loved Crash mode in the earlier games (and who didn't?) got more carnage. Those who loved the skill of avoiding traffic on both sides of the road now find the game has been made much easier, and therefore less challenging. Basically, like the TV and the newspapers, Burnout has been dumbed down.
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Comments

Jay 21 Mar 2006 09:49
1/4
SPOnG wrote:
But lets face it, second place is first loser


That's a little pessimistic. Surely you must be able to remember the old adage:

"Winning is not important, it's not losing that counts"
config 22 Mar 2006 10:25
2/4
Having played the PS2 version through to "Elite", here's my two penneth on the 360 version;

Racing is much more fun thanks to the extra rez. With the blistering speeds reached in a 209mph car during burnout, being able to decern oncoming traffic and same-way trucks and buses from the other, checkable traffic makes a massive difference. I would almost say the game is easier because of it, but I'll qualify that by saying that it's probably less frustrating, less reliant on last-moment reactions, yet still seat-of-the-pants stuff. The extra rez also means you can clearly see shortcuts with enough time to make a relatively safe line for them.

Not being able to retry an event after achieving your first medal is utterly s**t - especially when you've only managed a Bronze. With the constant stream of unlocked tracks and cars made available after a race, forcing you out of an event after your first placing gives the impression that you're being steamrollered from one event to the next - hindering you from replaying events you've enjoyed or want to better your placing.

The after-race menu is also a bit of a bind, as you can't skip through it. All you need to know is what you've scored, so you can choose to retry (on the occassions it lets you) or get back to the event selection. After the first few times, just don't need to see the animations for placing medal, aggressive driving rating, overall achievement and rank progress.

When you do get to retry, it's disappointing to see lengthy reload times. This was a realy chore with PS2, and I just can't understand why it's still an issue with a 360. Given that our office 360 has an HD, couldn't that be used to cache the damn reset data?

As with the PS2 version, there is still too much emphasis on Crash mode events. This is a racing game, for christ's sake! Still, Crash mode is much less frustrating than the PS2 version, thanks to the lack of the stupid eyecandy "rewind" back to the start. Plus, the 360 version is much quicker to go from a reset, to car selection, to start, which is essential for those Crash events where it seems impossible to get that bloody Gold (and of those there are many).

The overall experience is a huge amount of fun. It is difficult to put down, as you want to see how you'll place in the next race.

Sadly, with the sense of being steamrollered through the game, coupled with the plethora of shortcuts, short circuit races and way too may Crash events, I just didn't "get to know" the tracks quite so well as with Burnout 1 and 2. It wasn't until I was a good 70% through the game that I was able to drive tracks in instinct. This is a shame, because with this version they've deminished what Burnout was about; instinctual, seat-of-the-pants racing.
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DoctorDee 22 Mar 2006 14:06
3/4
config wrote:
Not being able to retry an event after achieving your first medal is utterly s**t


I'm totally not with that. I WAS at first, but that was juast a case of em preferring what I was used to. But to be honest, I find this re-try and re-try and re-try until you get a gold a bit pathetic. Life's NOT like that. You didn't get Paula Radcliffe at the Olympics whinging that they wouldn't re-start the race for her so she could have another go.

I think they steamrollering is a good thing. I think that it shows that, at that stage in the game, you weren't good enough to get a gold, learn to deal and move on.

As with the PS2 version, there is still too much emphas is on Crash mode events. This is a racing game, for christ's sake!


No IT"S NOT. It's aracing and crashing game. The crash events are good fun. If you just want to race, get PGR3 (360) or GT4 (PS2).

Sadly, with the sense of being steamrollered through the game, coupled with the plethora of shortcuts, short circuit races and way too may Crash events, I just didn't "get to know" the tracks quite so well as with Burnout 1 and 2.


I felt exactly the opposite. In Burnouts 1&2, I never felt I really learned a track, because the resolution was always so poor that I lacked the visual cues I use. I know the tracks far better in Revenge now, than I ever did on 1 and 2. The surfiet of alternative routes (I don't believe they are all short cuts) certainly does make it more tricky to know them all well, but I feel I know the "main" routes way better.
config 22 Mar 2006 14:50
4/4
DoctorDee wrote:
config wrote:
Not being able to retry an event after achieving your first medal is utterly s**t


I'm totally not with that. I WAS at first, but that was juast a case of em preferring what I was used to. But to be honest, I find this re-try and re-try and re-try until you get a gold a bit pathetic. Life's NOT like that. You didn't get Paula Radcliffe at the Olympics whinging that they wouldn't re-start the race for her so she could have another go.

I think they steamrollering is a good thing. I think that it shows that, at that stage in the game, you weren't good enough to get a gold, learn to deal and move on.


I wasn't necessarily playing for gold - I just happen to like some races and want to do them again. Being thrown out and having to go through the reload is a ballache.

Infact, I wasn't really all that bothered about upping my rank, as from quite early in the game all of the locations are unlocked. From then on it seems to be a bunch of variations of the same tracks, and the "bonus" of a dozen variations on a dozen cars.

The carrot on the stick in earlier Burnouts was to progress to new locations and open up some pretty large routes. Most ofthe track permutation in Revenge feel pretty tightly centred around the same averall route.

As with the PS2 version, there is still too much emphas is on Crash mode events. This is a racing game, for christ's sake!


No IT"S NOT. It's aracing and crashing game. The crash events are good fun. If you just want to race, get PGR3 (360) or GT4 (PS2).


It is now! The Burnout I loved was about racing. Sure, I really like the takedown stuff and I do like Crash mode, but at times it felt as if I had more new Crash events lined up than Race events. I much prefered Crash being a sideline rather than a major part of the game.

I suppose, though, that it's way easier to design a Crash event than it is a whole new route or track.

Sadly, with the sense of being steamrollered through the game, coupled with the plethora of shortcuts, short circuit races and way too may Crash events, I just didn't "get to know" the tracks quite so well as with Burnout 1 and 2.


I felt exactly the opposite. In Burnouts 1&2, I never felt I really learned a track, because the resolution was always so poor that I lacked the visual cues I use. I know the tracks far better in Revenge now, than I ever did on 1 and 2. The surfiet of alternative routes (I don't believe they are all short cuts) certainly does make it more tricky to know them all well, but I feel I know the "main" routes way better.


Perhaps you'd not feel that way with the PS2 version, where those cues appear within a couple of hundred yards! Plus, with the exception of the White Mountain tracks, I just don't get the feel of high speed racing on really long routes that came with the previous three games.

It's clear the series is moving away from it's origins as a Outrun inspired arcade racer, which is no big problem; Revenge is great fun. I just like the long, open route racing from the former games.
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