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Darkness_reborn
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Apr 20, 05 at 11:03pm
Full Info



Basic Information:

Published by: Electronic Arts
Developed by: Criterion Games
Genre: Racing
Number of Players: TBA
US: September 2005
Europe: TBA

Burnout Revenge lets gamers rip through rush hour traffic and lay waste to scores of rubbernecking roadhogs in an over-the-top scene of vehicular mayhem. The game is currently in development by Criterion Games for the PlayStation®2 computer entertainment system and Xbox® video game system from Microsoft.

Burnout Revenge is the sequel to 2004's award-winning Burnout 3: Takedown, which has garnered dozens of awards, including "Game of the Year" by Official U.S. PlayStation Magazine, "Multiplatform Game of the Year" by Electronic Gaming Monthly and "Best Xbox Game of 2004" by GameSpot.

In addition to tricked out new race, crash and road rage modes, Burnout Revenge takes the series' blistering speed and spectacular destruction to dizzying new heights with an all-new Revenge mode, challenging gamers to battle the clock and unleash their frustrations on rush hour traffic.


Screenshots




Previews

quote www.gamespot.com
One of the challenges faced by all developers who have been blessed or cursed with a long-running franchise is how to keep said franchise fresh and appealing with each successive installment. No matter how good a developer or how rich a premise a game has, there's always going to be a point when what comes next looms over the next installment in a series like a giant Monty Python-esque foot primed to stomp the appeal out of a franchise. The recent announcement of Burnout Revenge, with its crazy talk of new modes and an emphasis on revenge, left us wondering what the latest entry in the series would hold.

Burnout Revenge will serve up more of the series' trademark furious highway action later this year.
By all rights, developer Criterion Studios will have its work cut out for it in topping the brilliant Burnout 3: Takedown. The game offered up jaw-dropping visuals and online play for the PS2 and Xbox that had all the addictive qualities of crack (but next to none of the side effects). How on earth do you go about topping something like that? Anxious to find out how Criterion Studios' UK house of ideas is going to do that, we interrogated Alex Ward, mastermind (or creative director, depending on your preferred moniker), on what to expect from the upcoming game.

Gamespot: Were you pleased with the success of Burnout 3?

Alex Ward: Absolutely. We were very pleased with what we did development-wise. It wasn't an easy project. We all worked exceptionally hard. This sounds like a cliché, as all developers say stuff like this...but Burnout 3 was tough. Plus, we had so many people freaking out over the game it almost was added pressure to deliver the game and also to deliver the goods. It was the most successful game we've put out. With numerous Game of the Year awards and something like 43 global awards, I think we'd be insane if we weren't pleased--really, really pleased--with what we all achieved last year.

GS: Did you expect such a positive response to the game?

AW: It's hard to answer that really. I think we were pretty much getting on with what we had to do. We took time out to attend E3 and I think there was another Electronic Arts event in America that we went to, so we met most of the press guys and knew they were excited. But it's never over until it's over.

Whatever software you show, at any event anywhere in the world is obviously not the finished game...it's the latest version. The only place you can play the latest Burnout code is right here at Criterion, and I think that's always in the back of your mind. What's tough as a developer is not pointing out to everyone what you know is broken, or what has changed. You just want to say "ignore that and this," and "we've fixed that now," but in reality, very few people notice, so it's best to shut up and let them enjoy the game.

But when it's all done and complete, then it's out of the door. You know, I can't even remember last September. It's a total blank. I think the success part of the game only started to sink in to us as a team in November and December. By that time, we were all working on new projects, so the previous game instantly becomes "the past"--it becomes history for us. As developers, we're always looking forward.

GS: What do you think worked well? What do you wish you could have done better?



You'll be able to check every vehicle on the road--even the civilians'--in Revenge.
AW: Aggressive driving, which we added into the Burnout mix, worked really well, better than any of us expected. I can remember it first going in and people wondering what exactly it was. Now you can hit your rivals. Getting the AI to attack you and really put you into a high-speed battle worked pretty well, as did the whole speed rush you get from the game. Game progression worked well, and the concept of flying around the world doing different types of races paid off. The presentation team worked really hard right up to the wire, so it was fun to see all the reward sequences go in the game. We still play it pretty regularly online. Sometimes we get beaten pretty badly. Even if we tell people who we are, they never believe us! Retrospectively, what could we have done better? There were a couple of corners on a couple of tracks that we could have tweaked to make it flow better. And I think we all agree that we could have tweaked the handling on the F1 and Indy-type cars we put in. They were a little too crazy for a lot of players, and you really need to understand how drift works in the game to be able to escape with your life in those cars.

But those are minor quibbles really...stuff that only affected a few players who got right to the end of the game, which to us is a good thing. How many games can you honestly say that you play right to the end these days? Most games are so horrible, you're lucky if you can play for more than two hours.
This message was edited by darkness_reborn on Apr 21 2005.


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Kurtis Trent
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Jun 21, 05 at 4:02am
re: Full Info

Wow. That's really cool.



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QuakeDoomKillzone666
Your ad here Dumbass!
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QuakeDoomKillzone666's profileQuakeDoomKillzone666's neohomeNeoPM QuakeDoomKillzone666
total posts: 330
since: Jul 2005
Jul 05, 05 at 5:07am
re: Full Info

im just settling into takedown
too early could it wait a few more months so it could be THE BOMB!!!
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Steel Magnolia
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since: Dec 2002
Sep 11, 05 at 5:11pm
re: Full Info

This is shaping up nicely now. I played the demo and it looks great. Really fast too. Can't wait to get this.



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Pirlo9
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total posts: 10
since: Dec 2004
Sep 15, 05 at 6:39pm
re: Full Info

Any official british release date for the xbox?
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Steel Magnolia
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since: Dec 2002
Sep 15, 05 at 6:41pm
re: Full Info

I think it is on September 23rd.



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Ugochukwu
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Ugochukwu's profileUgochukwu's neohomeEmail UgochukwuNeoPM Ugochukwu
since: Apr 2002
Sep 25, 05 at 1:22am
re: Full Info

Yeah the game is coming out soon! great, now i can kick some butts lol. There are great music tracks from porpular rock bands such as billy talent etc. I mensioned billy talent because i liked Red Flag, yeah.

ALthough this game offers a difference to the other version of the game, i still dont like the fact that they tried to add elements that make the game less challenging e.g pushing cars out of the way. On the previous version that's not even going to happen.

I also hate, although cool the crashbreaker race were you explode right after been taken out that's just giving your oponnents the chance to easily pass you. Anyways, here are the tracks on Burnout : Revenge if you find your Artist be as excited as i am, cos i think they are alright, but not as good as the artists on burnout 3.

As listed in the EA TRAX
Artist
song Title
Album

Yellowcard
lights and sounds

The doors
Break on through (To The other side) BT vs The Doors Remix


The Outline
Shotgun
The outline proudly presents the chestnut tree


Apocalyptica
Life burns!
Apocalyptica

The all American Rejects
Top of the world
Move Along


The Chemical Brothers
The Big Jump
Push the button

Pennywise
stand up
The Fuse

Dogs
Tuned to a different Station
Turn Against this land

The Starting line
The World
Based on A true Story

LCD Soundsystem
Daft punk is playing at my house (soulwax Shibuya Remix)
LCD Soundsystem

OK Go
Do What you want
Oh No

Tsar
Band-Girls-Money
Band-Girls-Money

Andy Hunter
Come On
Life

The Acedemy is
Almost here
Almost here

The Dead 60s
Riot Radio
The Dead 60s

Morningwood
Nu Rock
Morningwood

Junkie XL
Today
Today

MxPx
Heard that Sound
Panic

Animal Alpha
Bundy
Pheromones

Goldfinger
I want
Disconnection Notice


Bullet For my Valentine
Hand of Blood
Bullet for my Valentine

Fall out boy
Dance, Dance
From Under the Cork Tree


Funeral For a Friend
All the Rage
Hours

Maximo Park
Apply Some Pressure
A certain Trigger

Infusion
Better World (Adam Freeland Mix)
Six Feet Above Yesterday


The Bravery
An honest Mistake (superdiscount Remix)
The Bravery


Finch
Ink
Say hello to sunshine

Emanuel
The Hey Man!
Sountrack to a Headrush

CKY
As The tables Turn
An Answer Can be found

Billy Talent
Red Flag


Comeback Kid
Wake the Dead
Wake the Dead

Bloc Party
Helicopter
Silent Alarm

Asian Dub Foundation
Flyover
Tank


Mindless Self Indulgence
Straight To Video (KMFDM Remix)
You'll Rebel to Anything


Abenged Sevenfold
Beast
City of Evil


Timo Maas
First Day (General Midi Remix)
Pictures

We Are Scientists
The great Escape
With Love and Squalor

Unwritten Law
F.I.G.H.T.
Here's To the Mourning

The Black Velvets
Fear And Loathing
The Black Velvets

Thrice
Lullaby
Vheissu
"This Song is really cool"

Nine Black Alps
Shot Down
Everything is


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