playing this series for the last four years, I have
yet to experience "burn out". In fact, I
can't seem to get enough. by
6, 2006 - Should
you or shouldn't you? If you own an Xbox 360 and have
already purchased Burnout Revenge for the Xbox or
PS2, you'll understand why that sentence exists. Let
me answer it for you: you should. Unlike
other EA releases for the Xbox 360 that were, at best,
very similar and at worst, completely stripped down,
Burnout Revenge is the poster child for "quality
portsmanship". Criterion really had the best
of both worlds. It had released the current gen version
of Burnout Revenge in September to rave reviews and
there was simply no rush to get the X360 version out
the door for the November launch. With months to enhance
the games online play, boost the polygon count of
the vehicle models and remove the completely unnecessary
"swing meter" start mechanic in Crash mode,
Burnout Revenge is one sweet piece of software and
a definite must for anyone who enjoys wicked arcade
racing and owns an X360.
wrote in his review of Burnout Revenge back
in September still holds true for this latest incarnation
of the series, so you should consider that required
reading. I can tell you that as a game reviewer, you
can always tell the really "good to the core"
games because you go back to them hours, days, weeks...even
months after you've written your review. Burnout Revenge
is such a beast. In between bouts of Blazing Angels,
Black, Fight Night Round 3, Rumble Roses XX and Kingdom
Hearts 2 (not to mention a slew of other projects),
I found myself "taking a break from work"
and relaxing with Burnout Revenge.
into the World Tour mode is where you'll find BR's
single player challenge. It's a long and winding road
and you'll have to compete in many different races
to unlock everything there is to see and do. During
World Tour, you'll compete in a multitude of different
races such as Road Rage, Traffic Attack (smash into
as much traffic as possible within the time limit),
Crash, Burning Lap, Elimination etc. If you've played
a Burnout game previously you'll likely know what
to expect from the different challenges. Crash mode
has been integrated into the World Tour mode in Revenge
and it functions differently than what we experienced
in Takedown and Revenge on the Xbox and PS2. Players
weren't crazy about having to aim for the various
multipliers in Takedown's Crash scenarios and they've
been primarily left on the cutting room floor. As
mentioned at the outset of this review, Criterion
also decided to remove the "swing meter"
style starting boost mechanic found in Crash mode
on the current gen consoles. Since players would restart
over and over until they achieved the perfect boost,
Criterion yanked it and gave everyone the boost right
from the start.
you may not be prepared for is the lack of difficulty
that permeates most of the game. I was hoping that
the lowered difficulty level I experienced back in
September on the Xbox was going to be increased for
the Xbox 360, but that's not the case. I burned through
most of the earlier to medium events the first time
without even trying hard. True, I have played the
game before and so I have an advantage, but I had
the same results when I played the game the first
time. One of the reasons Burnout Revenge is easier
overall is due to the "checking" mechanic
which allows you to smash into vehicles going in your
direction and send them flying into opponents without
causing you to crash. Without the fear of losing precious
time, you can throw caution to the wind. As well,
traffic in the oncoming lanes has been decreased significantly
from previous games allowing you to spend a great
deal of time increasing your burnout meter without
fear of enduring too many time-sucking car crashes.
While all of these changes contribute to the ease
of difficulty, they have made Burnout Revenge a faster,
more exciting game with less "down time".
Think of it like playing NHL 06 with the penalties
and line changes turned off. It's pure action.
level design in Burnout Revenge also reflects the
movement towards a faster gameplay experience, as
tracks are generally roomier, allowing the player
more maneuvering space to set up takedowns, shunts
and other offensive plays. Shortcuts can also be exploited
to shave down on travel time. The track design is
one of the stars of the show in Revenge. You'll never
feel cramped or unfairly challenged by the layout.
If you smash into a wall or other obstacle it's usually
because you were being cocky and racing too fast without
candy aficionado's will appreciate the TLC Criterion
injected into the X360 version. The car models, which
harken back to Burnout 2's roster, look fantastic.
More polygons, more reflective sheen, more realtime
damage....everything about the vehicles is just smashingly
good. Playing the game in high res is the only way
to go, as those playing on a regular TV will only
notice a slight upgrade in visuals (graphics, framerate
and resolution) from the Xbox version. The carnage
in BR is something to behold, especially when you
can see every graphic effect Criterion slaved over
to make the accidents look the way they do. The blurring
effects and the sense of blistering speed are, as
down the highway at 250 mph doesn't mean much if you
can't control your vehicle properly. Burnout Revenge
won't fight you. The game is pure arcade handling
with an emphasis on speed and drifting. If you have
to use your brakes in Burnout Revenge, you aren't
playing correctly. As usual, I was disheartened -
once again - to discover that Criterion forces the
player to use the RT for acceleration instead of allowing
a configuration change to a face button, like they
allow on the PS2. Because I've been favoring the Burnout
series on the Xbox for the last couple of years due
to XBL and the visual upgrades, I've learned to cope.
Still, I just don't understand why they continue to
leave this option out on the Xbox/X360 versions of
online game has been further enhanced, although some
would argue that it was great to begin with. No argument
there. The new changes involve a revenge system which
keeps track of a particular opponent who's caused
you the most humiliation while racing, in effect making
you online enemies. The only way to end his or her
reign of terror is to take em' down yourself. Unfortunately,
this area is a little off balance and not quite as
cool as it could be, as you will only need one take
down to settle the score. Had it been set up to work
like points, where you would have had to exceed the
number of hits against you, I think that would have
created more deep-seated rivalries. Players are also
able to share 30 second clips online and XBL will
track which vids have been viewed the most and Gamerpoint
challenges have also been included. I'm not particularly
fond of trying to accumulate gamer points. Seems like
useless busy work to me. A big blessing of the online
mode is that you will be racing against much harder
opponents. Those looking for a real challenge will
find it here. Quite honestly, World Tour won't even
prepare you for what is waiting for you online, so
be prepared to suck it up and lose; a lot.
such attention to detail, Burnout Revenge succeeds
where more than a few EA ports to the X360 have failed.
Even if you believe you've seen everything Revenge
had to offer on the current gen consoles, this sleek
revamped racing hottie will show you a few new tricks.
If you haven't played it already, then really, what
are you waiting for? Arcade-style racing doesn't get
any more exciting than this.
Burnout series exploded onto the current gen systems
a couple of years back and in classic simile style
crashed head on into the competition rendering most
of them DOA on store shelves.
Revenge is the fourth installment of the series and
it's certainly not a surprise that anyone who has
played any of the previous games are excited to get
their hands on Revenge. We're even more pumped about
playing it on the Xbox 360 as the visuals will no
doubt be mindblowing.
is the name of the game this time out and Criterion
has upped the ante in terms of what tactics will be
surefire winners and came to the conclusion that in
Burnout, coming in first doesn't necessarily mean
all that much. It's not coming in first place that
counts, but how you get there. Almighty vengeance
will be tracked with the Revenge Meter which will
keep a running tally as to just how much of a badass
you really are. Road rage is the name of the game
- as long as you keep your bad attitude and evil driving
skills confined to the gameworld.
has always made an attempt to evolve the series with
each subsequent release and Revenge is no different.
As mentioned, if you want to win, you'll have to alter
your tactics. While taking down opponents in Burnout
3: Takedown was necessary, Revenge forces you to play
really dirty. You'll need to slam, bam and ram your
opponents with everything you've got, and that now
includes using traffic as a pawn in your deadly game.
Think of checking your opponents in a game of hockey
and you'll have a closer understanding to the techniques
required of you in Revenge.
of Revenge, here's how it works. When you start a
race all of your opponents will have blue markers
over them. This signifies that they are neutral. If
you continue to target a particular opponent during
a race they will become increasingly more aggressive
towards, ultimately turning that blue marker into
red, which means they're completely gunning for you.
If you manage to take down any of the competition
that is red marked for Revenge, you'll earn a Revenge
Takedown which will crank up the points in your Revenge
Meter and put you that much closer to taking the big
you can imagine, the level design needed some restructuring
to allow for this level of violence on the tracks.
Gamers can expect to see massive jumps, multiple paths,
and nasty choke points which will breed contempt and
allow you to reign hell on your opponents from behind,
below, above and all sides.
can't wait and if Criterion and EA has their way,
we'll all be getting our Revenge in just over a month
is Sweet It's not about winning, it's about
vengeance. An all-new revenge meter tracks underhanded
tactics and leads gamers down the path to the ultimate
payback. Fight dirty and be rewarded ....
Traffic Think hockey on the highway. Now
every vehicle on the road is in play and a potential
target or weapon. Ram traffic into your rivals,
slam cars into vicious combo-based pile-ups and
lay waste to everything in sight. Don't fear traffic
Attack An all-new traffic attack mode pits
gamers against the clock in a mad dash for destruction.
It's not about dodging traffic, it's about leveling
it by any means necessary
Redefined Show Hollywood how it's done with
all-new open-ended crash junctions. With multiple
start points, complex, vertically-oriented tracks
and hundreds of cars begging to be decimated, Burnout
Revenge is the king of crash
Match Punish a rival enough and they'll develop
a grudge and then you'll need to take care
of them personally in an all-new grudge match
to Battle Designed for maximum carnage, Burnout
Revenge's tracks are loaded with massive jumps,
multiple paths and nasty chokepoints to deliver
the ultimate brutal car combat.
takedowns and in-race crashbreakers open up new
avenues for destruction
Deformation with more than 3 times the car
deformation in Burnout 3: Takedown, Burnout Revenge
lets gamers literally rip cars to shreds
Classes All-new cars in three classes (race,
muscle and crash) accentuate different play styles
and power up, physically transforming as they become
Speed Burnout Revenge delivers unrivaled,
retina-searing speed that can only possibly be topped
by the real thing
World Locations Burnout Revenge features
tracks spanning three continents and inspired by
real-world cities - from Detroit to Rome to Tokyo.
Play* Take Burnout Revenge online for 6 player
online action on the PlayStation2 computer entertainment
system and Xbox Live.