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15 Jan, 2008

Franchise Mode: Burnout

PALGN Feature | We take an in-depth look at the Burnout series.
Welcome back to Franchise Mode, PALGN's semi regular feature where we take a long hard look at a particular franchise. The last time we took a look at a series it was Castlevania and while this franchise mode isn't nearly as long (simply because there aren't as many titles in the Burnout franchise) the hope is that it will be just as enlightening. So here we present our take on the Burnout franchise as we get ready for the latest title, Burnout Paradise.

Burnout
Platform: PlayStation 2, Gamecube, Xbox
Release: 2001

  


The first Burnout game debuted on the PlayStation 2 in November, 2001. The game was different from previous arcade titles because it implemented a risk/reward system. Driving on the wrong side of the road or scraping past a vehicle would earn the player boost, to come in first place in Burnout it was essential to take as many risks as possible. When a player is taking a lot of risks it is inevitable that accidents will happen, but in Burnout accidents weren't always a bad thing. If you crashed into a bus, car or piece of scenery then the game would show your accident and you could literally watch the car crumble around you.

The Gamecube and Xbox versions followed the PlayStation 2 edition six months later. The improvements were minimal, there were some basic visual enhancements and tighter controls. Unfortunately for Acclaim while Burnout was a huge success critically it was a commercial flop. Less than five months after launching the game the recommend retail price for the PlayStation 2 version was dropped to AU$29.95, and the Xbox and Gamecube versions also saw quick price drops. Even so, Acclaim greenlit the sequel, which came just ten months after the first game.

Burnout 2: Point of Impact
Platform: PlayStation 2, Gamecube, Xbox
Release: 2002 / 2003

  


Burnout 2: Point of Impact was once again exclusive to the PlayStation 2 for about six months. The game is most notable for introducing the crash mode to the franchise, where players are shown a car pileup scenario (such as 20 buses stuck in peak traffic) and the idea is to try and crash into as many cars and cause as much damage as possible. There was actually an easily exploited glitch in Point of Impact which caused a truck to go sailing in the air, which often resulted in a massive score.

The actual setting for the game was the United States. With long highways, airports and ski resorts all resulting in a wide variety of tracks. Burnout 2 also improved upon load times and graphics, all the while maintaining a silky frame rate which consolidated the arcade racer as the fastest one around. The Gamecube version of Point of Impact was released in early April 2003, with the Xbox version coming in late April. The Xbox version of the game was subtitled Director's Cut and is the definitive version of Burnout 2, featuring 21 new car skins as well as an Xbox Live online leaderboard and some bonus crash junctions.

Burnout 3: Takedown
Platform: PlayStation 2, Xbox
Release: 2004

  


If you ask any gamer what their favourite title is in any franchise, be it Mario, Sonic, Tony Hawk or even Castlevania you will be met with a wide range of responses. This isn't true for Burnout. If you ask any Burnout fan what their favourite game in the series is, 99% of the time the answer will be Burnout 3: Takedown.

Early in development Burnout fans were a little hesitant about the modifications, simply because the game was being published by EA. One of the biggest changes made to the franchise was the look, Burnout 3 was a lot more realistic than its predecessors. The gameplay was modified a little as well, the boost meter was once again filled by performing dangerous maneuvers but the key way to fill the boost meter was to perform a 'takedown'. By slamming a car into forthcoming traffic, a wall or any other traffic obstacle the player performed a takedown, which filled the boost meter completely. This meant that taking down your opponents became a key part of the gameplay and in later stages it became essential to take down as many vehicles as possible for that key speed boost.

The crash modes and arcade options returned and there were over 150 different events in single player and over fifty vehicles to unlock, including a city bus, garbage truck and a fire truck. The crash mode was modified, this time there were multipliers on the track to aim for and destroying a certain number of vehicles allowed the player to execute a crash breaker mode. Takedown introduced competitive online play for the first time as well as our favourite racing mode, the road rage mode, where players have to try and take down as many vehicles as possible within a certain time limit. The road rage mode actually made it into the online play, although players were split into teams, with one team trying to take down the other vehicles as quickly as possible, while the other team tried to stay on the road without crashing.

One of the most disappointing omissions from the game is the removal of the replay mode. With such incredible crashes and intricate takedowns the fact that you couldn't save your replay at all was a very disappointing omission. Nintendo owners also missed out on a release of Takedown, a Gamecube version was in development but was canceled early on when previous publisher (the now defunct Acclaim) dropped all support for Nintendo's cuboid console, and new publisher EA didn't re-start the project.

The changes made by Criterion elevated Burnout 3's popularity both critically and commercially and the game went on to become the best selling Burnout title at the time, a sequel was quickly rushed out a year later to capitalise on the demand.

Burnout: Revenge
Platform: PlayStation 2, Xbox, Xbox 360
Release: 2005

  


Burnout: Revenge was released just a year later and while it wasn't a revolution as the previous game was, it added a few new elements to the series, some average, some terrible. One of the most notable additions to the game was the traffic checking option. In previous games if you slammed into vehicles going the same way as you it would result in a crash, this time you could shunt vehicles out of the way, into other vehicles or into opponents. It didn't fundamentally change the franchise, but certainly made things a little bit less challenging. The World Tour mode also featured some traffic checking challenges which proved to be a lesson in tediousness. This poor addition really did make Revenge feel like more of a yearly update and it seemed Criterion Games was adding things just for the sake of change.

One of the best additions to Revenge were the new multi-layered environments. This means there were even more routes and plenty of shortcuts to take. The crash mode was also tweaked, this time to get a vehicle started you needed to line up a bar, similar to the power and accuracy bars found in golf games. This just came off as a gimmicky inclusion, but the removal of all the multipliers certainly made the crash mode a little more enjoyable overall.

Burnout Revenge made it to the Xbox 360 a while later and was a launch title in PAL regions. The Xbox 360 version contained a bonus Xbox skinned vehicle, as well as achievements and some bonus crash junctions. The crash mode was tweaked again, so rather than have to line up a bar to get a good start players could just press A to get their vehicle moving.

Overall Revenge felt like a cash-in sequel, and it was. The gameplay was still top notch but the additions hampered the experience, rather than adding to it. Next the series took a break on consoles and moved to the handhelds.

Burnout Legends
Platform: PlayStation Portable, Nintendo DS
Release: 2005

  

The Burnout franchise made its handheld debut with Burnout Legends, which wasn't a direct continuation of Burnout Revenge but rather a 'best of' title. The pursuit mode which had been missing from the franchise since Burnout 2 was reinstated and the World Tour mode from the past two Burnout games returned.

The game made its debut on the PSP first and featured wireless multiplayer support. In fact, EA put a large emphasis on the multiplayer options, with each copy of the game shipping with five unlocked cars out of a possible twenty five, which could only be unlocked by playing wireless multiplayer. The game share feature was also utilised, although it took far too long to download to another PSP.

A Nintendo DS version of Burnout Legends was also released a few months later. The game wasn't developed by Criterion Games but by relative unknown Visual Impact. Typical of early third party efforts on the DS, it was pretty terrible. The poor sense of speed and terrible handling mechanics solidifies the Nintendo DS version of Burnout Legends as the worst version of Burnout yet.

After Legends was released it would be another eighteen months before after Burnout game was released and it wasn't the 'next generation' Burnout game everyone was expecting.

Burnout: Dominator
Platform: PlayStation 2, PlayStation Portable
Release: 2007

  


When EA announced Burnout Dominator in December 2006 we were a little shocked. Criterion Games weren't working on the title, and the game would be quite a bit different from previous Burnouts.

The crash mode was removed entirely, as was the option to check traffic, and there was no online multiplayer at all. The World Tour mode was back, with several new courses and there were even some new modes thrown in, such as maniac mode and Drift Challenge. In maniac mode the challenge was to drive as dangerously as possible to get a high score, drift challenge required the player to drift for as long as they could.

There was nothing particularly wrong with the game, but it just felt like a step backward after Burnout 3: Takedown, and by the time Dominator arrived most players were eagerly anticipating the 'real' next Burnout.

Burnout Paradise
Platform: Xbox 360, PlayStation 3
Release: 2008

  


Burnout Paradise represents a radical change for the Burnout franchise and is the biggest risk Criterion has taken with the franchise since Burnout 3. Gone are the menus and quick select options and in their place is an open-plan city. Challenges in the game are executed by simply driving up to a red light and accepting the challenge of another driver.

Challenges still can not be replayed on the fly, but Burnout Paradise looks like it will please the majority of Burnout fans. The game is full of content, there are billboards and gates to smash in Paradise City, as well as bundles of events and on-the-fly online multiplayer. The crash mode has been removed and in its place is the showtime mode, where crashes can be executed in real time, meaning any street, junction or jump could be a crash challenge. And thankfully, there are no multipliers.

Burnout Paradise is the evolution of the franchise. It looks like it's going to be very different from its predecessors, which will, as usual, please some fans and frustrate others.

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Well that wraps it up for our Burnout franchise mode, keep your eyes on PALGN for more franchise modes over the coming months.

Related Burnout Paradise Content

Criterion reveals what didn't get into Burnout Paradise
20 Dec, 2009 To the moon and back.
Burnout Paradise's 'Big Surf Island' priced
09 Jun, 2009 EA nails down the pricing details.
9 Comments
4 years ago
Good feature, I can still remember playing the first game back in the day and being amazed at how fast it was, and how bloody hard it was. Those time limits were tough, I have the image of the first track almost burnt into my head from playing it so much

One thing but, I'll have to argue you on this quote
Quote
If you ask any gamer what their favourite title is in any franchise, be it Mario, Sonic, Tony Hawk or even Castlevania you will be met with a wide range of responses. This isn't true for Burnout. If you ask any Burnout fan what their favourite game in the series is, 99% of the time the answer will be Burnout 3: Takedown.
I find most are usually split between Burnout 2 & 3. Personally I'd take to more racing focused "Point of Impact" over "Tackdown"'s "battling" gameplay but then again maybe I'm just in that 1% of weirdos icon_lol.gif

I'm really excited to see how Paradise turns out, judging from the demo it could/should be pretty good but it is a massive change for the series.
4 years ago
Good idea (the article)
4 years ago
I'm with you, Drunkmonley. Burnout 2 is my favourite title in the series. The crash mode was far superior...and the reward for racing well actually made a difference to the race. Seemed like there was a lot of cheap catch up in Takedown.

And I really don't like the free roaming setup of Paradise. Playing the demo **** me to tears. Trying to keep an eye on the map (to make sure you're going the right way) as well as flying through heavy traffic, battling with opponents for 1st place wasnt fun. Crashing because I couldn't watch the road for a millisecond does not impress me. Having to travel all the way back to the starting point to retry a challenge also raised anger.
4 years ago
Nice article.

I enjoy the first two, but as stated three held the title as best for me. Nothing beats Burnout in 1v1 multiplayer mayhem except maybe Tekken or Soul Calibur.

I didn't bother getting Revenge or Dominator, but I do plan on getting Paradise.
4 years ago
Yep - number 2 gets my vote too (on xbox) - if only becasue you are actually racing, as opposed to destruction derbying. I can see the appeal of 3 for multiplayer, but I wanted a racing game first.

The speed of the thing is what impressed me. For the longest time I preferred Gran Turismo 1 (on ps1) over all the ps2 racers for this very reason. The newer one looked pretty, but I wanted to feel like I was driving 150kn/h.
4 years ago
I enjoyed 4 on the 360 as the best overall package. The graphics polish was excellent and the online mode was great fun with revenges.

I didn't get into the series until 3 though. I'm not surprise 1 was a flop, as it came out in a time of PS1 racers. I remember reading a review in hyper and they praised it. But I thought 'bah, just another racing game'. I'm very happy the whole series took off because it's one of my favourite games around.
4 years ago
I only like Burnout from 3 upwards.I hated the checkpoint racing of the 1st one and not being much of a fan of racing games, the difficulty was to high for me in 1 and 2.
4 years ago
"If you ask any Burnout fan what their favourite game in the series is, 99% of the time the answer will be Burnout 3: Takedown."

Ahahahahah. Really? Burnout 2 was the highpoint for the series and Burnout 3 has -so far- been the low point. They broke the risk/reward formula completely. Even Burnout Dominator on the PSP > Burnout 3.

Bring on Burnout Paradise!
4 years ago
^ Yeah, I'm pretty sure you if ask any Burnout fan their favourite game, they'll say Burnout 2. I'm a mental fan and I definitely think 2 was leagues ahead of 3, I'm pretty sure Nismo feels the same too, as do my mates who are Burnout fans. I don't think 3's my second favourite either, it must be Revenge...

I've been playing Burnout Dominator on PSP and the Burnout Paradise Demo on PS3 recently, really enjoying the former though it's far too easy, half-way through I've not had any problems getting gold medals, all first time... Paradise too didn't take too long to get 100% offline, online can be difficult at times though. Can't wait for the full version.
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Australian Release Date:
  7/02/2008 (Confirmed)
Standard Retail Price:
  $99.95 AU
Publisher:
  Electronic Arts
Genre:
  Racing
Year Made:
  2007

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