Hold down R1 and use the control stick to alter your flaming wreck's path o' destruction. In simple terms, ability to control the car even after you've wrecked. This results in more or less constant rewards, and constant goals "just on the horizon". In addition, certain scenarios are unlocked through secret combinations, like performing a special sort of takedown or reaching a hidden goal. You can win rewards through winning races (and burnout points), staging spectacular crashes (which earns you dollars of damage), or performing takedowns (just the number of takedowns). Taking an opponent down fills your boost right away and gives you lots of points. You can now toy with your opponents by nudging, bumping, grinding or just flat out taking them down (hence the subtitle of the game). This is a huge change, as it means you can earn boost while boosting, thus leading to an unending cycle of speed. You still rack up boost from drifting, near-misses and racing in oncoming traffic, but now you can use boost at any time (not just when it's full). Since the cars aren't real, the designs have decent variation, and you know when you get a cool bonus car. They're still not licensed, but there's a lot more variety in the style of NFS:U - that is, lots of ricing out. He adds a bit of immediacy to the races as the comments are often race-specific and sometimes even give hints, but like all sports commentators he's also a bit annoying. There are tutorials, overviews, neato spinny globe o' races and a smarmy sports commentator that can thankfully be turned off. You can skip from a race to a Crash to a Burnout race at any point, making the entire game into a cohesive unit of racing progression. Instead of picking from a simple list of events, you open up new events as you complete others. Cars and tracks have more detailed textures. Crashes now appear to have a bajillion more particles and sparks to them - crap flies everywhere after impact, creating an astonishingly busy scene (even on the PS2!) of auto carnage. It was an awesome, if simple, game.įast forward a lackluster sequel, change from Acclaim to Electronic Arts as publisher, stir in a complete graphics overhaul and addition of a career-like mode (the beginnings of which were present in Burnout 2), influence of a few games like Need for Speed Underground and Midnight Club II which polished up the city-racing subgenre, and a more professional presentation, and you get Burnout 3. There were no licensed vehicles, all cars were extremely simple archetypes (the Muscle Car, the Coupe, the Truck, the Sportscar, etc.), steering on all cars was entirely too grippy to be realistic - in short, it was nothing like Gran Turismo, and fans of arcade racing breathed relief. It's a game that injected some nitro into the racing genre, adding ludicrous speed, traffic, and spectacular, nearly penalty-free crashes to what would otherwise be a very simplistic racer. Since this is a blazing fast arcade action racing game, I'll try to restrain myself and cut my usual wordiness down. Genre Keywords: Arcade, Racing, Non-licensed
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