rooney rules
Registered User
burnout revenge is coming out on ps2 in sep
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Rather than taking all of the existing elements from the franchise and simply build upon them, Burnout Revenge is "Burnout reinvented", to put it in Criterion's words. The first and most immediate thing to clue you in on this fact is the game's art direction. No longer are you cruising by colored scenery so fast that you think you're having a flashback. Instead, the game has taken on a grittier and monochromatic look, seemingly to further match the game's environments with its ultra-destructive racing.
For example, downtown Detroit is very yellow-brown in palette, looking like every surface has been covered in a layer of filth and dirt that is better left untouched, not to mention breathed. Gone are the days of grassy hillsides and brightly-colored landscapes, instead replaced with dingy smokestacks, long-abandoned warehouses and rusty iron construction beams. Tokyo takes on a similar singular color-centric style, home to dark hues of blue and gray, causing the city to look cold and almost unwelcoming.
The game's new art direction is certainly strange to see in a Criterion title, making us think of something like Need for Speed: Underground rather than the next Burnout game. Time will tell whether each level has its own separate yet singular palette, creating a unique look for each level, or whether all of the game's tracks will follow the same dank and unwelcoming look as Detroit and Tokyo.
Check, Please
The next most apparent aspect of the franchise's reinvention with Burnout Revenge is that traffic is no longer always best avoided. Whereas past games in the series taught you to fear anything on four wheels like the plague, Burnout Revenge rewards you for using traffic as a weapon, ramming and tossing hapless vehicles into your opponents and even into other traffic to pave an open lane. Dubbed "checking" (think hockey), you can now ram into any vehicle going the same way you are. Oncoming and cross traffic will still total your ride into a flaming heap of metal, but traffic flowing in your same direction is open game. It's a bit of a trade off as checking traffic will cost you a bit of speed but you'll earn Boost as well as a heaping wreck with which to take out other vehicles.
Checked traffic becomes a weapon in your arsenal, allowing you to create tidal waves of cars in order to take out nearby opponents. Got the number 2 car directly to your right, vying for first place? Tap the cabbie ahead of you and send that poor bastard to the right to act as a shield. If you're good (read: lucky, at these speeds), you'll get a Takedown out of it.
Not only can you use traffic as a weapon against your opponents, you can use it as a wedge to plow through what would otherwise be deadly cross traffic. Timed just right, you can skip through an early hole in a giant wreck and leave a steadfast wall of scrap metal, awaiting your opponents in your rear-view mirror.
While tactics like this may sound challenging to master, the most difficult part about checking traffic was actually convincing us to do it in the first place. Burnout 3 ingrained such a sense of fear of traffic and obstacles into our heads that it took an almost preplanned effort in order to pull together the nerve to intentionally hit another vehicle. The "reinvented" keyword that Criterion continued to throw around applied not only to the game's design, but to the fact that we'll all have to reinvent how we play the game.
rooney rules said:burnout revenge is coming out on ps2 in sep
rooney rules said:i guess u like 2pac what ur faverite song
rooney rules said:i guess u like 2pac what ur faverite song