"...one
of the best videogames of this generation."
The
Internet tells me that
New Jersey
, my current state of residence, has the highest population density of
anywhere in the country. Naturally, this spells for lots of cars in
places where lots of cars should not be. Every day, I drive home from
work, and am stuck in innumerable amounts of traffic on that hideous
beast known as the
Garden State Parkway
. Every once in awhile, I get that urge to just slam the gas pedal and
ram into every car in sight. Not for the sake of accomplishing anything.
Just for the sake of being a jerk, really. Though I've not conducted any
scientific studies of any sort, I'm going to go out on a limb and assume
I am not the only person who feels this way.
Most
video games are content to let us live in a fantasy world, piloting
ships through outer space or saving princesses or what have you. But
even the Grand Theft Auto games rest in that area that is far away from
our normal thought processes to be considered close to reality (unless
you listen to Jack Thompson, but nobody listens to Jack Thompson.)
Burnout takes urges so close to reality and puts it at your finger tips.
No repair bills, no insurance premiums, no angry, road rage infested
Jerseyans with crossbows in their trunks – just an outlet of anger in
a digital form.
This
is why I consider Burnout Revenge to be one of the best videogames of
this generation.
The
more recent Burnout titles have been less about racing and more about
crashing. One of the car selection screens actually dares you to
"Choose Your Weapon," as if you were getting ready for some
kind of holy war fought with Ferraris (except there are no real
licenses, so you're really just driving knock-offs.) The basic gameplay
is much the same, with several different events including Grand Prixes
(a series of races), Eliminators (a variation on the
"last
man standing" routine, with lagging cars being dropped every thirty
second), and the standard beat-the-clock races. Amongst the most
enjoyable is still the Road Rage event, of which you simply find the
most elegant ways to destroy all of your opponents by slamming them into
walls, off bridges, or otherwise guiding them to destruction.
So
far, this seems just like last year's Burnout 3. At this point, it's
almost too easy to be cynical of Electronic Art's yearly sequel machine.So what could they actually do to make it better? The changes
are, on paper, mostly subtle. In reality, they almost completely change
the way the game is played.
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Players
of any of the previous games will be quite familiar with the innocent
bystander cars, which littered the road and pretty much never did
anything but get in the way. Running into them usually meant that you'd
crash, but that little issue has been fixed in Burnout Revenge. Slam
into almost any car and you'll send them flying forward, with nary a
scratch on your hide. This leads to some ridiculously fun takedown
possibilities, as flinging vehicles into your opponents becomes a major
factor in victory. Suddenly, your arsenal has expanded to every other
car on the road. This, naturally, is quite awesome.
This
newfound power is also the key point in the new Traffic Check mode,
which simply challenges you to ram into as many cars as possible. Again,
this might sound simple, but it engages you to act completely opposite
of your instinct to dodge everything. Getting high scores also requires
checking cars into traffic in the other lane, something which actually
takes quite a lot of skill.
Seeing
as how you may feel like an invincible wave of mass destruction, you
might think the game would be a bit too easy. To an extent, this is true
– on average, you'll probably be crashing far less in Revenge than you
did in Burnout 3. However, you can't go around slamming into cars
without a fair bit of caution. All of those destroyed vehicles tend to
cloud your vision, and if you're not careful, you can still slam into
the back of an 18-wheeler or a bus – forces which still cause your
mighty chariot to fall apart at the seams.
The
courses themselves also prove more difficult, with more walls that seem
to appear out of nowhere, and the artificial intelligence is much more
aggressive than before.
Whenever
you're taken down by an opponent, the camera pans away from your
smoldering wreckage and focuses on the bastard who caused your demise.
It smugly drives onward, not-so-subtly demanding that you should, in
fact, bring it on. After you respawn, your new foe is highlighted by a
red arrow. If you take him out, you get extra points. For a feature that
made it into the game's title, the Revenge factor is hardly very
important, but it does add a bit of personality to a game that's about
cold, lifeless racing machines.
The
point system is another area where Burnout Revenge differs from its
predecessors. An onscreen meter drops continuously at a slow rate, but
being aggressive will quickly cause the meter to rise, advancing from
the ranks of "OK" to "Awesome". Your rank, combined
with the medal you receive, will determine how many stars you get when
you finish the face. Obtaining more stars is the only way to open new
events.
The
other major overhaul affects the Crash mode. Originally, success
depended almost solely on hitting the multiplier icons before causing
pileups. This time, the game is a bit more strategic, as positioning
yourself for the best possible traffic jam takes a bit of foresight.
There are also plenty more opportunities to fling yourself off ramps and
send your car flying through the air, which dramatically slows down as
the force of gravity wails upon your car. While it's arguably better
designed than the Crash Mode from Burnout 3, it's missing some of the
simplicity, and the timing based start-up meter is unnecessary.
There
are other little touches that enhance Burnout Revenge to make it stand
above its predecessors. In later levels, you can use a Crashbreaker
explosion after you've totaled yourself, potentially taking down all of
the cars in the area. All of the stages have multiple routes, allowing
for incredible replay value as you hunt for hidden shortcuts. There's
also a lot more bridges and jumps, with a heavy emphasis on staying
airborne. The first time you crush one of your opponents with a Vertical
Takedown is a stunningly glorious sight, one of which awards you with
one of many possible trophies.
While
the graphics engine is essentially the same, you'll quickly notice that
the game is much shinier – perhaps the graphics programmers turned up
the sun reflections just a bit too high. Despite its overbearing
prevalence, it does look pretty damn cool. There's also a wider variety
in locales – one stage takes place on a
Tokyo
highway at night, while another seems to a dank industrial shipyard.
There are still plenty of bright American highways, sprawling mountains
and European villas, but the new landscapes are enough for Burnout
Revenge to distinguish itself from its predecessors.The music is once again a forgettable collection of licensed
tracks, although they're rarely as abrasive as kiddy punk rock songs
from Burnout 3. Still, even the better ones don't really go along with
the action, as Burnout practically begs to use heavy metal or hard
techno as its background music. Again, the Xbox version is preferable
just for the customizable soundtracks, but other than the shorter load
times, that's the only real advantage of the two versions.
Stalwart
fans may dislike the changes, and while it does make the game a bit
easier, I'd venture to say that it still makes the game more exciting.
With its extensive list of events and near unlimited replay value,
Burnout Revenge still maintains the visceral carnage that fans (and
angered commuters) everywhere have come to expect.