September 28, 2005 | 3:36 AM PST
by: Sascha Lichtenstein
Graphics:
Speed has always been the Burnout franchise's forte, and Burnout Revenge sets a new standard for break-neck velocity. Though the revamped Renderware engine certainly pushes the power of the Xbox GPU in order to pump polygons and textures at the speed it does, with only the most infrequent of dips in the framerate department, much of the effect comes from large helpings of motion blur and a well-done camera-shaking effect. From a technical standpoint most of the upgrades are subtle. Environment textures are slightly more detailed and sample a larger color palette, and improved lighting helps bring depth to the track surroundings through convincing shadow and bloom effects. Cars feature only slightly more polygons but feature far better deformation (especially appreciated during long extended bouts of Road Rage mode), and the reflection-maps are more intricate representations of the constantly shifting environment around the car. Using the reflection of the rear-view to avoid being rear-ended is now possible, albeit difficult. Once again, crashes serve as the high point of the presentation, with exaggerated sparks, particle-heavy explosions giving off colored light, and individual pieces of cars flying in every direction. Cinematic camera angles help add just a touch more drama to destructive mini-events.
The largest visual changes are stylistic, as Criterion and EA have taken the series in a slightly more gritty direction, though thankfully not to the extent of the Need for Speed Underground franchise. The vibrant, candy-color look of Burnout 3: Takedown has been replaced with more realistic atmosphere that generally features slightly darker, more detailed textures. The game features a huge variety of locales for the races, and each one of them looks dramatically different from the others, from the smog-ridden run-down industrial Motor City, to the sunshine drenched coast of Sunshine Key featuring tropical colors and modern architecture. The lineup of cars features just as much visual variety; whereas many of the cars in Burnout 3 seemed interchangeable from a design standpoint, each of the cars in Burnout Revenge has a distinct personality. Fewer of them seem as though they were existing cars minus the logo, and many of them looked good enough to be put into production. The player's personal tastes will determine whether or not they like the aesthetic direction the series is going, but considering how many games of late have gone too far trying to make their games look darker or edgy, Burnout Revenge handles the shift rather elegantly.
Finally, it must be said that while the user interface is somewhat awkward to maneuver through, the production values shine through the presentation. Menus are framed in a combination of translucent 'glass' panels, street-sign iconography and metalwork, which comes together incredibly well. Backgrounds feature CG of cars ripping through traffic, and these repeating sequences utilize the same camera-shake as the gameplay. Finally, it seems every accomplishment is bookended by a short but incredibly stylish mini-movie featuring of what else but cars destroying each other. Wonderfully put together.
Cars in Revenge fly around like acrobats made of steel and grease.
Sound:
Despite praise in every other category, EA was attacked by fans and media alike for how the audio component of the game was handled. With good reason I might add – the over-the-top DJ was incredibly annoying, and the pop-punk soundtrack meshed terribly with the intense feel of the game. A clear intention to rectify the problem is immediately obvious, as players are treated to a female voice giving them the rundown of the Burnout mechanics over the course of the intro. Furthermore, unlike the previous DJ, this voice never comes up during gameplay, only in small vingettes that serve to introduce the new gameplay modes in the opening stages of the campaign. The soundtrack is still a mite disappointing, featuring light indie-rock above all else. Given the current trend, we can count our lucky stars it isn't rap dominating the playlist, but some variety would still have been appreciated. Once again, custom soundtracks alleviate the problem, and allow players to listen to whatever they feel goes best with speed and destruction (hint: thrash metal).
It's difficult to find fault with the sound effects in the game, especially if heard through a surround sound setup. The sense of speed is embellished by the harsh sound of air rushing past, as well as that familiar sharp 'woosh' that compliments each passed object or passing vehicle. The distinct sounds of metal-on-metal contact, be it a long grind, a quick slam, or a echoing crunch are all pulled off in terrific fashion. Every collision is accented by a deep bass 'boom' that hangs in the air as the sounds of falling scrap and glass on concrete start up. Explosions give off a throbbing base note loud and deep enough to feel in the pit of your stomach, and the now-signature 'thoom' of a vehicle's boost ignition rings through the air with a clear sense of power and thrust. Scratch my initial statement – it's impossible to find anything wrong with the sound effects of Burnout Revenge.
Overall:
Those expecting Burnout Revenge to provide the same type of revolution as Burnout 3: Takedown were destined to be disappointed. Burnout Revenge does little to redefine the arcade racing genre, but does plenty to separate itself from its immediate predecessor through the introduction of new gameplay mechanics that have a significant impact on the feel of the game. It stands as the best arcade racing game of the past year, and arguably the fastest racer ever made, making it a no-brainer of a purchase for anyone with a slight interest in the racing genre, speed, or destruction in general.
Speed has always been the Burnout franchise's forte, and Burnout Revenge sets a new standard for break-neck velocity. Though the revamped Renderware engine certainly pushes the power of the Xbox GPU in order to pump polygons and textures at the speed it does, with only the most infrequent of dips in the framerate department, much of the effect comes from large helpings of motion blur and a well-done camera-shaking effect. From a technical standpoint most of the upgrades are subtle. Environment textures are slightly more detailed and sample a larger color palette, and improved lighting helps bring depth to the track surroundings through convincing shadow and bloom effects. Cars feature only slightly more polygons but feature far better deformation (especially appreciated during long extended bouts of Road Rage mode), and the reflection-maps are more intricate representations of the constantly shifting environment around the car. Using the reflection of the rear-view to avoid being rear-ended is now possible, albeit difficult. Once again, crashes serve as the high point of the presentation, with exaggerated sparks, particle-heavy explosions giving off colored light, and individual pieces of cars flying in every direction. Cinematic camera angles help add just a touch more drama to destructive mini-events.
The largest visual changes are stylistic, as Criterion and EA have taken the series in a slightly more gritty direction, though thankfully not to the extent of the Need for Speed Underground franchise. The vibrant, candy-color look of Burnout 3: Takedown has been replaced with more realistic atmosphere that generally features slightly darker, more detailed textures. The game features a huge variety of locales for the races, and each one of them looks dramatically different from the others, from the smog-ridden run-down industrial Motor City, to the sunshine drenched coast of Sunshine Key featuring tropical colors and modern architecture. The lineup of cars features just as much visual variety; whereas many of the cars in Burnout 3 seemed interchangeable from a design standpoint, each of the cars in Burnout Revenge has a distinct personality. Fewer of them seem as though they were existing cars minus the logo, and many of them looked good enough to be put into production. The player's personal tastes will determine whether or not they like the aesthetic direction the series is going, but considering how many games of late have gone too far trying to make their games look darker or edgy, Burnout Revenge handles the shift rather elegantly.
Finally, it must be said that while the user interface is somewhat awkward to maneuver through, the production values shine through the presentation. Menus are framed in a combination of translucent 'glass' panels, street-sign iconography and metalwork, which comes together incredibly well. Backgrounds feature CG of cars ripping through traffic, and these repeating sequences utilize the same camera-shake as the gameplay. Finally, it seems every accomplishment is bookended by a short but incredibly stylish mini-movie featuring of what else but cars destroying each other. Wonderfully put together.
Cars in Revenge fly around like acrobats made of steel and grease.
Sound:
Despite praise in every other category, EA was attacked by fans and media alike for how the audio component of the game was handled. With good reason I might add – the over-the-top DJ was incredibly annoying, and the pop-punk soundtrack meshed terribly with the intense feel of the game. A clear intention to rectify the problem is immediately obvious, as players are treated to a female voice giving them the rundown of the Burnout mechanics over the course of the intro. Furthermore, unlike the previous DJ, this voice never comes up during gameplay, only in small vingettes that serve to introduce the new gameplay modes in the opening stages of the campaign. The soundtrack is still a mite disappointing, featuring light indie-rock above all else. Given the current trend, we can count our lucky stars it isn't rap dominating the playlist, but some variety would still have been appreciated. Once again, custom soundtracks alleviate the problem, and allow players to listen to whatever they feel goes best with speed and destruction (hint: thrash metal).
It's difficult to find fault with the sound effects in the game, especially if heard through a surround sound setup. The sense of speed is embellished by the harsh sound of air rushing past, as well as that familiar sharp 'woosh' that compliments each passed object or passing vehicle. The distinct sounds of metal-on-metal contact, be it a long grind, a quick slam, or a echoing crunch are all pulled off in terrific fashion. Every collision is accented by a deep bass 'boom' that hangs in the air as the sounds of falling scrap and glass on concrete start up. Explosions give off a throbbing base note loud and deep enough to feel in the pit of your stomach, and the now-signature 'thoom' of a vehicle's boost ignition rings through the air with a clear sense of power and thrust. Scratch my initial statement – it's impossible to find anything wrong with the sound effects of Burnout Revenge.
Overall:
Those expecting Burnout Revenge to provide the same type of revolution as Burnout 3: Takedown were destined to be disappointed. Burnout Revenge does little to redefine the arcade racing genre, but does plenty to separate itself from its immediate predecessor through the introduction of new gameplay mechanics that have a significant impact on the feel of the game. It stands as the best arcade racing game of the past year, and arguably the fastest racer ever made, making it a no-brainer of a purchase for anyone with a slight interest in the racing genre, speed, or destruction in general.
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