Burnout Revenge
Introduction:
With the release of Burnout Revenge, the sequel to the critically
acclaimed Burnout 3: Takedown, EA attempts to build on the
success of the previous game. With a big change to the gameplay
and a few minor tweaks to each game mode, Burnout Revenge
seems to offer enough to be a successful sequel. Let’s
take a look at what Burnout Revenge has to present.
Gameplay:
The main difference in the gameplay between Burnout Revenge
and Burnout 3 is the addition of the ‘Traffic Check’.
When you check traffic, you are essentially ramming into any
car or small truck going the same direction as your vehicle.
Cars you hit can be deflected into the other lane for ‘Skill
Shot’ points or thrown into enemies to perform ‘Traffic
Check Takedowns’. Checking Traffic has only a small
effect on your speed, and in addition, it adds to your boost
meter. This new ability adds quite a bit of excitement to
the game, but it changes the gameplay in a big way. Now, less
emphasis is put on dodging obstacles, and there aren’t
as many times that you will have to avoid other vehicles.
You can still show off your maneuvering skills by driving
in lanes with oncoming traffic, which cannot be checked. This
is another way to add to your boost bar, but why bother when
you can just plow through stuff?
The single-player mode of play is still World Tour, but the
mechanics of this mode of play have changed. Now, the entire
campaign is centered on your Revenge Ranking. You can be ranked
from 1 to10, and you advance ranks based on your performance
in race events. You can earn up to 5 stars in every race based
on the aggressiveness of your driving and the medal achieved.
Advancing ranks opens up new tracks, cars, and events.
The new mode of play, Traffic Attack, is focused on checking
traffic. Basically, it involves fighting a countdown timer
while you ram into traffic. Each car you hit adds time to
the countdown, and you continue for as long as possible. I
must say that I am not a big fan of this particular race event
due to its pointlessness, but luckily, Burnout Revenge improves
upon already established events.
‘Road Rage’ is back and as good as ever. This
event includes performing takedowns of your enemies in a set
amount of time. Your time is extended every three takedowns,
and the more rivals you take out, the better. If you happen
to be taken out by the aggressive AI, this vehicle becomes
a ‘Revenge Rival’. This is one guy that you should
be sure to take out, because you obtain a ton of boost for
getting even with him. As you would expect, traffic checking
plays a role in this mode of play as well. Along with ‘Vertical
Takedowns’, ‘Signature Takedowns’, and ‘Revenge
Takedowns’, you can also perform ‘Traffic Check
Takedowns’. This just involves checking a car into your
opposition, but even though it sounds simple, it takes practice.
Some of these takedowns can be quite cool to watch. In addition
to this, you can take out other vehicles in certain races
with your ‘Crashbreaker’. ‘Crashbreakers’
detonate your vehicle and demolish anything in the surrounding
area. This capability is available in certain events (including
more than just Road Rage), and as you progress through ‘Revenge
Ranks’, you will participate in more races that have
this enabled.
In addition to ‘Road Rage’, all of the popular
modes from Burnout 3 make their return. This includes: ‘Crash
Events’, ‘Eliminator’, ‘Burning Lap’,
‘Grand Prix Race’, and ‘Race’. ‘Crash
Events’ have been tweaked in a number of ways. First
off, your start is much different, and it involves dealing
with a meter similar to the kick-off meter of EA’s football
games. You must land the bar on the two sweet spots of the
meter to achieve an acceptable start. Failing to do so can
cause you to stall or start off very slowly. The other change
to ‘Crash Events’ is that you must inflict a certain
amount of damage before being able to use ‘Crashbreakers’.
The areas used for these events have been upgraded as well.
Now, you can set up your crashes in large areas with paths
to approach intersections from above via overpasses.
‘Eliminator’, ‘Burning Lap’, ‘Grand
Prix Race’, and ‘Race’ are pretty much untouched
except for the fact that you can check traffic. These events
are offered with or without ‘Crashbreakers’ enabled,
and they are still as fun as ever. For those who don’t
know, ‘Eliminator’ is an event that eliminates
the last place player after a set amount of time. This is
repeated until there is one remaining driver, the winner.
‘Burning Lap’ is simply a time trial of a track
with no opponents to race, and ‘Grand Prix Race’
is a series of races. Most races in these events feature neck-and-neck
driving that keeps you on the edge of your seat till the very
end.
Notable changes have been made to the tracks in Burnout Revenge
as well. This year, as well as not facing the threat of crashing
into cars traveling in your direction, you will no longer
have as many crashing threats from turns and narrow passages.
This is due to the fact that the tracks seem to be much more
forgiving. You are subtly guided through narrow passages and
ramming the edge of a turn has no effect other than a slight
slowdown. Granted, there are still areas of the track set
up to make you more vulnerable to crash or be taken out, but
it still seems as though the track provides less of a challenge.
The main enemy in the game, with the absence of traffic and
track threats, is now the AI. Your rivals serve up enough
of a challenge to keep the game fun. They are very aggressive
and love to slam you and try to take you down. You find yourself
gunning for revenge on these guys plenty of times during the
race, and it is very satisfying to take them down.
Overall, the gameplay in Burnout has shifted towards more
excitement with the loss of the skill required to navigate
the tracks and the traffic on them. Some people will complain
about this, but I feel that even more will find themselves
adjusting to the new style of play and becoming addicted shortly
afterwards
|