Is it just for a kiosk, or did you get a bunch in for pre orders?
And whats on the demo? No time limit I hope.
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Is it just for a kiosk, or did you get a bunch in for pre orders?
And whats on the demo? No time limit I hope.
It was probably intended for the kiosk, but who really puts discs in there? (Better question: who actually turns interactives on during the summer?) I don't think they're for preorders (I only saw one), but if you ask nicely, and you're not an asshole customers, I'm quite sure the employees will give you one.
Details about the demo: I played for a few seconds. I think it's just one race.
I was real close to buying Burnout 2 for X-Box today(for 15) but with 3 coming is it worth it?
yep, it really is worth it and you'll beat it before the next one is out.Quote:
Originally Posted by Will
Yes, it is. It's pure adrenaline-pumping fun. I wonder if BO 3 will do what BO 2 did (for the Xbox) and have the previous soundtracks on it.
Yes.Quote:
Originally Posted by Will
Do we even have to tell you the answer? Get off your ass and get it today !!!!Quote:
Originally Posted by Will
Those are pretty big words..GOTY? wow I think you should probably take a wait and see approach. If Burnout 3 is only a bit better than its counter-part (#2), it won't even come close to the recognition of goty...that's only my opinion though, to each his own.Quote:
Originally Posted by t_mac
As a general rule I make it a point never to take seriously the opinions of someone who can't spell the word "you". The Y and O key are within one and two keys of the U, so it's not exactly extra work or anything.
Moving right along, I haven't seen the demo yet. I'm really hoping to see it arrive tomorrow, with any luck, but I'm getting the feeling I might have to wait until an OPSM demo to play it. -sigh-
Normally not such a spaz about upcoming games, but the sheer testosterone overload of this one has me, if not counting the days, at least drumming my fingers in impatience. If I hadn't played it at E3, seen how fast it is and how much sheer gameplay there is in even the simplest race, it'd probably be just another racing game I'm looking forward to.
James
i said its a contender , had it been released last year it would have definetly been goty , what i meant was that it can keep its chin up infront of games like halo2 , gta:sa , mgs3 etcQuote:
Originally Posted by Glock17
Criterion recently finished the game, and the guys at eurogamer got to play the final product.
Here's what they thought.
Highlights include an estimated 24 hours of gameplay to unlock everything (67 vehicles - including a fire truck - and 100 total crash junctions) and Criterion's claim that Burnout 3 uses 90% of the PS2's capacity.
Fire truck?! HAHA! *ZOOM* CRUMPLE ALL CARS IN MY WAY-->ball of fire!
(I hope the fire truck supports the detonator!)
Oh man. We still have a month to wait? C'mon September!
Ahh yes, that magical time of the year when I get to beat up Mzo in a racing game.
Then again, as stated before, he might very well own us all at BO3, seeing how he could not drive 50 feet without hitting another car or causing some sort of automotive mayhem.
Wow, ur a jerk.Quote:
Originally Posted by James
You moron, I'm an asshole and a bastard! Get it right!
James
I picked up Burnout 2, awesome friggin game. Can't wait for the 3rd already.
Oh my dear Lord, I must have this game...now.
Just a little side note -- EBgame stores seem to have recieved a demo of this in their marketing boxes today. The store that I worked at only got one demo for PS2, but it was enough to make me gasp and pocket it. :D I'll post some impressions when I give it a shot in a minute.
I must play this game.
Alright, here are my impressions of the demo --
I wish this demo was for Xbox. Dear God I wish this demo was for Xbox! My only experience with the Burnout series has been Burnout 2 Director's Cut and, well, the control set up for that is a thousand times more natural then this. It's very weird using the X and Square buttons as gas and brake....
But, control grips aside, the game kicks ass. It's pretty much everything Burnout 2 was but fast, prettier, and more agressive. Being able to finally do damage to your rivials kicks ass. There's something really rewarding about nuding the guy in first place into a wall, having them crash and then marveling at the instant slow motion replay of that crash as you sit back and think, "Yep. I did that."
As was mentioned on this thread before, I believe, you can also boost whenever you wish now. I'm not quite sure how this works in with doing burnouts, but if anything else your boost meter doesn't seem to last as long as it did in Burnout 2.
If anything else, I can clearly see that this game is going to be as additive as Burnout 2 and probably even more fun. I can't wait to try this out on Xbox and on Xbox Live...
Two more things I just noticed -- Your boost meter starts off really tiny, but as you force your rivals to crash your boost meter gets a little longer.
When you crash, though, your boost meter goes back to the size it was when you first started the race.
*Foams at mouth*
Need... full... game... now...
I think they eliminated earning Burn during a Burnout.Quote:
Originally Posted by Geen
Do a couple Takedowns in a row, your meter will get HUGE.Quote:
but if anything else your boost meter doesn't seem to last as long as it did in Burnout 2.
Is that how you got a Burnout x 2, or whatever in Burnout 2? I always thought it was for not crashing while using your boost...Quote:
Originally Posted by MechDeus
Yeah it is (well, not crashing while continuing to rack up Burn the usual way, it just built up "behind" the meter currently being used), but they changed a lot of things about speed in BO3. You don't slow down after boosting so if you continually gain Burn and keep using it there won't be a need for more after a while, and your meter isn't limited to the same size.Quote:
Originally Posted by Geen
I just got the PS2 demo of Burnout 3, also. Much like Geen, I'm very impressed with it. I'll just add a few comments on things I've noticed with regard to the gameplay, and how they relate to Burnout 2.
The collisions are a little more forgiving than in Burnout 2, probably because the game now encourages you to sideswipe the other cars in an attempt to force them off the road (hopefully into walls and other obstacles). This is a great addition to the series.
Burnout 3 has a wider range for detecting near misses--you don't have to be quite as close to another car for a near miss to register. Personally, I hope they tighten this up a bit before release, as it seems almost too easy to rack up near misses now.
The demo doesn't have any music. The sound effects so far seem passable--nothing bad, but nothing outstanding, either. The addition of music to the final game will probably greatly enhance the experience.
One aspect that I found both amusing and annoying is the way that a "takedown" causes the game to suddenly go into a sort of "slow-motion replay", where the camera spins around to show another angle (usually a side view) of the opposing car meeting its demise, and then thrusts you back into the action afterward. It's kind of fun to watch the first few times, but on the other hand I really hope the final game has this implemented as an option that can be disabled by the user. The shift to slo-mo is jarring, disorienting, and throws off the whole pacing of the game. Maybe they can save the slo-mo effects for the post-race replays, as it would be much more effective there.
By the way, if you end up in a crash, I've noticed that holding the boost button causes the crash sequence to shift into slow-motion. It will do so as long as you continue to hold the button; when you release it, it will resume normal speed.
There are now six cars (including your own) involved in a race (up from four in Burnout 2). For those unfamiliar with the series, note that this isn't the total number of cars on the course, as there's plenty of other traffic to weave through. It's just that there are six cars that are competing to get to the finish line first, and a bunch of other vehicles that just happen to be driving on the roads that you're speeding through. :) The computer-controlled racers seem smarter now, and can use many of the same tactics to ram you off the road. At one point, it even appeared that one computer racer forced another one off the road. If they've truly implemented AI routines that treat each computerized racer as competing with each other (rather than five racers acting together just to prevent you from succeeding), then this will go a long way in making the races more believable.
Overall, the demo left a very good impression on me. There are obviously a few problems that need to be addressed, but for the most part it seems to be coming together nicely. I'm eagerly looking forward to the release of the final game in just a little more than a month.
On the bright side, it can also "rescue" you. During a Takedown you don't have full control of your game and the game recognizes that, and will do things like remove cars directly in your path or allow you to ghost through them during the point when you don't have control. There's no way to count on this or set up a race to utilize it (besides, the traffic layouts are far more random then BO or BO2) but it can help in a tight spot.Quote:
Originally Posted by Agent X
That's for steering purposes. While holding down slo-mo you can steer your wreck left and right to move it into the path of your opponents and get Aftertouch Takedowns, which get you bonus Burn meter when you respawn.Quote:
By the way, if you end up in a crash, I've noticed that holding the boost button causes the crash sequence to shift into slow-motion. It will do so as long as you continue to hold the button; when you release it, it will resume normal speed.
Can someone tell me whether or not the game has severe catch-up AI? I consider BO2's to be severe. Which reminds me, I have an email to write to EA.
I actually really like the slow motion take downs in Burnout 3. It was a little confussing the first few times it happened, but once I knew what to expect it was great for me. Personally, I find it no more confussing then the slow downs that happen when you crash... if anything, those crashes are the ones that bother me more now, but I still love them anyway. :DQuote:
Originally Posted by Agent X
You know what, I don't think it was anywhere near as bad (or as obvious) as BO2 was with the catch-up. However, it's not the issue it was in BO2, because the more you keep your opponents around you, the more opportunities there are to take them down and get your boost up.Quote:
Originally Posted by Joust Williams
Speaking of takedowns, it's possible to chain them, very loosely. If you take out multiple opponents within a short space of time, the game will give you more points each time (500 for the first takedown, 1500 for the fifth), I managed to get about 8 in a chain, but after the 5th you get the same points for each takedown. Also note that each takedown adds a chunk to your bar (with a total of 4 chunks), and every time you are taken down, you lose a chunk.
Takedown avenged is based on how angry the driver was that took you down. I don't think many people have noticed, but the colour of the position (1st, 4th etc) above each car represents how aggressive the driver will be towards your car. They start off as white, kind of a neutral stance. I'm pretty sure I've seen yellow, orange and red, red obviously being the most aggressive stance a driver will take. If they take you down while angry with you, this is when you will get the 'Takedown Avenged' appear.
To get a 100 point bonus for drifting, you need to drift for over 600ft, although I find in the car in the demo, drifting isn't anywhere as easy as it was in BO2, which kinda bugged me to begin with. All the point bonuses for aggressive behaviour have like, upper and lower limits. So you might get 'Brawlin!' appear, and it could be worth anything from 50 to 80 points, say. Not really sure how they judge what is worth what, just hit cars as hard as you can!
There's also a ton of different bonuses you can get, depending on what your crash was like. Caught a big air? You get the 'Fly-boy' bonus, and so on. Each crash is worth something like 20 to 50 points, nothing huge, but a little consolation for the crash.
The boost trick from BO2 is in there again. Hold down gas, tap brake (puts you in 1st gear), then release and hold gas just before the countdown hits 'Go!' and you'll get a decent boost off the start.
There's not much else I can think of that others haven't said. I can't wait until September 10th though. Gonna rock.
You can also get Double Takedowns if you do two people at once which are worth 800 instead of 500 (not sure how much if it's part of a longer chain). I would've posted one in my video but I never got one during the time I was recording. :\Quote:
Originally Posted by Adman
My one problem with the demo was that if I wanted to play with my opponents (read- try to crush them, crush them dead!!!) I had to slow down. Racing a clean line kept me far enough in the lead that I didn't need to use that much boost so long as I didn't go flying into obstacles. I'm hoping it's just forgiving demo AI and that the opponents get faster as you go.
James
More info from IGN:
173 separate events?!? Yes please.Quote:
What makes the layout truly nice is that every event -- all 173 -- have specific conditions to unlock. One may require that you achieve a certain number of gold medals in other events. Another may unlock once you achieve a specific number of Burnout Points (which are earned by performing well in events). I played through for a few hours on two different profiles, just to see how linear the progression is and I assure you that you will almost certainly unlock events in a different order each time you play through Burnout 3.
I'm getting a PGR-type vibe here, and the branching structure reminds me of NFS:HP2.Quote:
Initially, progression is very quick. Any halfway decent car-jockey should be able to get through about 30% of Burnout 3 in three hours. But don't let that worry you. Progression is designed so you unlock a healthy number of cars, events, and tracks quickly to give you a good taste of what Burnout 3 has to offer, but around the three hour mark, things begin to tighten up. You'll need to start earning gold medals in order to advance. Crash Junctions will get tougher, races will get tighter, and you'll need to work your butt off to earn enough Burnout Points to open new tracks.
The tougher the challenges are, the better. Unlocking everything in B2 was too easy, although it has plenty of score-based replay.
:)Quote:
Some of the unlockable cars are a riot, like the B-Team Van and even a UPS (called INT) truck.
On this note, I had a dream recently that I was playing Burnout 3 with a grounded 747. The wings kept scraping the buildings on the side of the road, and ripping down telephone poles and trees. They even tore off when I screamed through a hillside tunnel. It was nuts.
SEVENTY tracks? Last I heard was around forty - might be a type-o.Quote:
Aside from the 67 cars and more than 70 tracks, you'll wrestle with earning 10 Special Event cards, 20 Signature Takedown Postcards, and 10 Crash Headlines. And as if that weren't enough, there are special tasks to try and achieve in every mode, like performing 10 Takedowns in a race.
Nice. I hope the scoring system is intact - I still play Burnout 2 for score quite often.Quote:
There's a lot to do, but Criterion has been good enough to list requirements for every unlockable in the game so that you will always know your goal. To earn every car, every trophy, every Signature Postcard, to do it all will take a significant amount of skill and time. Time... that's something I have no problem handing over to Burnout 3.
Oh, and thanks Adman for the cyberscore link - some of those scores are insane, but attainable, as I'm slowly discovering.
Bwa ha ha. Sweetness.Quote:
If you have enough speed, you can actually ram an enemy from behind and flip them.
After finally getting my own copy of the demo and spending substantial time with it, I'm just not feeling it (and it's not because I despise the PS2 pad for racers).
It's only one lap, but it doesn't feel like Burnout, or even much like a racing game. It feels like a destruction derby. The race is no longer about weaving your way through traffic - it's about taking the other guys out. Near misses, oncoming, and drifts are no longer the focus, and the scoring system seems really random. The danger comes from fighting with rivals, and not from weaving your way through traffic - like James said, it's far too easy to just outrun everyone. I also don't like the slo-mo cut-to-the-takedown too much - it's really disrupting to the game's flow.
I'm sure Crash Mode will be deeper, and Road Rage sounds like it could be fun, but if the demo is an example of how the races will be structured....well, I dunno, I'm concerned. Something's missing. It's fun, but it's not Burnout for me.
It's different from Burnout 2 but I didn't think it was totally so. It plays much more aggresively and keeps you on your toes so it's good that the developers mixed it up again.Quote:
Originally Posted by BioMechanic
I'm amazed at how they can pump out better graphics with the same Renderware engine since everything looks so much better in detail and lighting even on the PS2. Can't wait for the full game!
EGM scores are reportedly 9.0, 9.5, 9.0, plus GoTM honors.
Sick, just a confirmation of what we've known for the past couple months...this will be the best racing game released this year.
Will: They're using the latest version of Renderware...3.something now. BO 2 was released in 2001 (or was it 02? Took awhile for it to get ported to xbox and gc). We all win. I gotta trade in my Nintendo 64 shit for this soon.
From of the sound of the EGM review, it seems that the Xbox version doesn't have custom soundtracks. :( Weak. Oh well... Much like PSO, this is why I put two speakers hooked up to my computer on top of my TV. Hopefully it'll at least allow you to turn the music off...
Weak, I always listen to The Wesley Willis Fiasco band whenever playing Burnout 2. It will be missed.
Godammnit! That sucks royally, there had better be some good music in the game, as custom soundtracks ruled in the first two Burnouts.
Here's a crash video from EA's site that's sure to get you drooling in anticipation for this game:
http://largedownloads.ea.com/pub/mov...now_Plough.mov
PSW UK Mag minireview
"Uppers:
>Best at speed
>Best at spectacle
>Best at crashes
>Best at style
Downers:
>Real cars would've been nice
>Indie rock may annoy
>Smug DJ certainly will
>Just buy it, okay?
Graphics: You've never seen such gorgeousness | 10
Sounds: Scintillating crash sounds are second to none | 9
Gameplay: The best arcade racer on PS2 to date | 10
OVERALL SCORE
Just when we're swamped with tasty looking car games, along comes Burnout 3 to raise the bar so damn high, we can't see any of them catching up. Sell your liver for £40, limp to the shops and buy it.
10/10
Maybe I'm just strange, but I'm glad the Burnout series doesn't have real cars. I like their little creations and it gives the game even more of it's own sense of style that I think real cars usually destroy.
Again -- Maybe I'm just strange.
I could care less about real cars. They make them look close enough to the real car so you can just say "Mustang" for the car that looks like a Mustang. Same thing.
There is something bothering me about the fundamental mechanics of this game.
There is a strong emphasis on going wheel-to-wheel with your opponent and getting them to crash into stuff. That seems fine, but it only comes into play when you are close to your opponent. So what happens then after the first few crashes when the field spreads itself out a bit (with the leader having crashed someone up and the victims being far behind?) Is there going to be severe assistance to lesser players to help them catch up? Or does it not end up mattering after the beginning of the race since the leader will be out in front (with a bigger burnout bar, no less) and they can just casually (relatively, anyway) drive along? Or is there enough noise in the race results at any given point so that the better players win out in the end while still keeping the takedown mechanic revelent?
(I really do not know how they answer this -- if anyone with hands-on experience from E3 could answer this, it would be appriciated.)
-DIppy
So far I haven't seen any complaints like that in the reviews released so far, so that may not be an issue. Takedowns are a risk, you may very well crash when trying to take someone out. Plus there are all sorts of tricks you can do to get more points that are risky...it seems like it's well balanced enough that the risks and rewards benefits don't require assistance to those in last place. I'm sure if you get really good you can really crush someone, but I think that's the way it should be. The better you get, the further the lead you can get. We'll find out in 2 weeks anyway.
I don't know for sure, but it's possible that multiplayer games might determine the winner based on score rather than the place he attains when he finishes.
In the demo, there's a score that appears at the top of the screen, which is augmented whenever you perform a takedown or some other slick maneuver (such as narrowly avoiding becoming a victim of a takedown). My guess is that you would also get a certain amount of points depending on your place when you finish. The first place finisher would get the most points added on, second place finisher would get a lesser amount than the first place finisher, third place would get a bit less than that, etc. It would obviously be in your best interest to try to come in first so you could get a large amount of points, but there would still be a small chance that one of the guys in back could win because he was adept at executing takedowns and scored a lot of points as a result of that.
Keep in mind that all of the above is simply a guess on my part, and the way I would have done it if it were up to me. This isn't necessarily the way that EA and Criterion have done it (but I sure hope it is!).
This is a major concern. As far as single-player goes, the AI is going to make or break the game. How much will it cheat? Will the AI go after each other to avenge Takedowns, or will they all concentrate on you? How will the game handle it if you completely ignore Takedowns and just blaze as fast as possible to the finish?Quote:
Originally Posted by Dipstick
It seems like that if you remove the takedowns, what's left is a watered-down Burnout 2. Scoring is out, combos are gone, boost linking gone.
My guess is that you'll have an overall cumulative score, much like HP2 - I remember reading somewhere about Burnout Points, in fact. You may not earn enough points to progress by just finishing first - you'll have to earn points by taking guys out. Removing the scoring for oncoming/drifting/near misses seems to support this, as you now only get points for crashing into rivals and narrowly missing getting "taken out."
If I'm right, the focus of Burnout 3 will be totally different from the first two.
If this turns out to be true, Burnout 3 will not be a racing game - it'll be a fighting game with cars, which ties in to my above statement.Quote:
Originally Posted by Agent X
I would expect B2's rubberband AI to be back in B3. I'll be very surprised if you're able to win offline races by twenty-odd seconds. Online might be another story though.Quote:
Originally Posted by Rumpy
The more information comes out, the more I think that Criterion designed this game to be played online. That's not necessarily a bad thing, but offline it seems like the gameplay has taken a step back. The improved Crash Mode does sound fantastic, although it might get old over 100 junctions, as there are repeated junctions with rearranged power-ups. Road Rage also sounds like fun. But I still have a lot of questions about the main racing.
We'll know in a couple weeks.
Anyone heard official confirmation that XB custom soundtracks are gone? Rumor is they've been removed by EA, and the EGM reviews sure seem to support that.
It has licensed music (like SSX3). I really don't think there is a custom ST for Xbox,
EGM confirms the existence of rubberband AI in the new issue.Quote:
I would expect B2's rubberband AI to be back in B3. I'll be very surprised if you're able to win offline races by twenty-odd seconds. Online might be another story though.
This is what I hope they do. The scoring system you speak of is very simular to the one in Demolition Racer: No Exit for the DC.Quote:
Originally Posted by Agent X
it's in there. i've seen screenshots.Quote:
Originally Posted by Rumpy
Odd, I just read the EGM review and they said no to the X-Box custom soundtrack. Happiness ensues if they fixed (originally said changed then realized that was the wrong word) that for the X-Box version.
James
che did that review, didn't he? he kinda apologized for the oversight on gaming age.
If it's got custom soundtracks, then I'm re-all over it.
Excellent! Like I wasn't going to get the X-Box version anyway. :)
James
According to the Burnout 3 section on Xbox.com, there are custom soundtracks in Burnout 3! Not that there was any doubt in me buying this on day one anyway for Xbox, but the idea of being able to have J-Pop blasting through the streets just like I did with Burnout 2 makes me happy. :D
The soundtrack's been revealed:
The Burnout 3 soundtrack will play like a standard radio station, complete with a disc jockey voiced by DJ Stryker from the Los Angeles alternative station KROQ. The full list of songs is as follows, with the artist appearing before the song title:
1208 - Fall Apart
Amber Pacific - Always You
Ash - Orpheus
Atretyu - Right Side of the Bed
Autopilot Off - Make a Sound
Bouncing Souls - Sing Along Forever
Burning Brides - Heart Full of Black
Chronic Future - Time and Time Again
Donots - Saccharine Smile
Eighteen Visions - I Let Go
Fall Out Boy - Reinventing the Wheel
Finger Eleven - Stay in Shadow
Franz Ferdinand - This Fire
From First to Last - Populace in Two
Funeral for a Friend - Rookie of the Year
Futureheads - Decent Days and Nights
Go Betty Go - C’mon
Jimmy Eat World - Just Tonight
Letter Kills - Radio Up
Local H - Everyone Alive
Maxeen - Please
Midtown - Give It Up
Moments in Grace - Broken Promises
Motion City Soundtrack - My Favorite
Mudmen - Animal
My Chemical Romance - I’m Not Okay
New Found Glory - At Least I’m Known
No Motiv - Independence Day
Silent Drive - 4-16
Sugarcult - Memory
The D4 - Come On!
The Explosion - Here I Am
The F-Ups - Lazy Generation
The Lot Six - Autobrats
The Matches - Audio Blood
The Mooney Suzuki - Shake That Bush
The Ordinary Boys - Over the Counter
The Von Bondies - C’Mon C’Mon
Yellowcard - Breathing
If B3 doesn't support custom soundtracks, music volume = 0 for me.
The announcement says the soundtrack is for PS2 and Xbox, and does not mention custom soundtracks for the Xbox.
Wish we'd get some official word. After how much fun I had with B2 CSTs, not having that option would be a pretty big letdown.
Just starated playing the game last night, and holy shit. That is all I have to say for now.
Have to admit, that soundtrack suits me down to a tee (not that I have a choice, only owning a PS2). Some excellent bands in there, Franz Ferdinand, Ash, Jimmy Eat World and so on.
Can't wait now! :D
Quote:
Originally Posted by BioMechanic
Quote:
Originally Posted by epmode
Quote:
Originally Posted by Geen
It's in there. I have the game playing on my Xbox right now.
That's good. Burnout's just not the same without bluegrass instrumentals.
With every fiber of my being, I hate you right now.Quote:
Originally Posted by MarkRyan
I'm sorry but you're WRONG! It is NOT in there!Quote:
Originally Posted by MarkRyan
Let's see, believe the guy actually playing it or the one saying he's wrong with no corroborating evidence. Decisions, decisions...
James
Read at Magicbox that this'll ship with a demo of Need For Speed Underground 2.
I read that's for the PS2 version only.
Teh magicbrocks says both versions.
Are those just really shitty bands that I've never heard of (Save for Frans) or am I just old?Quote:
Originally Posted by BioMechanic
When he turns out to be right, go back to GA and only post there.Quote:
Originally Posted by isamu
A little from column A, a little from column B.Quote:
Originally Posted by MVS
That's a whole lot of emo, I'm gonna cry so much about this kids who nothing can seem to go right for, while I trash other peoples cars.
Boo Hoo
burnout 3 got a 9 in edge magazine. in case you're unaware, a 9 in edge is like a 14 at ign.
Well, that demo will certainly be neat. And which side lists the "artist" and which side lists the song title, it's a little hard to tell given how generic they all are.
Haha, I've heard of lots of them, and yeah, they aren't very good.Quote:
Originally Posted by Rumpy
That Chronic Future song is extremely catchy though.
Band- Song titleQuote:
Originally Posted by Jeremy
I'm on the fence for the soundtrack. If the music works with the game (like SSX3) I won't mind.
Most of the music is pretty ignorable. I was excited to see Local H in there (I love the two CDs I own), but it's not their best song. The best song in the game is the Ramones "I Wanna Be Sedated," but it doesn't fit the game's pacing at all. Strange.
Punk, Emo, Garage Rock Revival, and Screamo eh? Its a pretty fitting sound track I guess. If you guys hate singers who scream, there are few bands that you will definatly not enjoy. None the less Xbox custom soundtrack allways will be better.
That feature has been a Godsend for this series.
Perfect tunes for Burnout 2 and 3 that are so fitting it's not even funny:
Beautiful Disaster - 311
Amber - 311
Over the hills and far away - Led Zeppelin
Panama - Van Halen
Also try anything by Shiina Ringo. Her music is chaotic and suited Burnout 2 perfectly.Quote:
Originally Posted by Will
My custom soundtrack consists of a number of Lords of Acid tracks (mostly the later, more rock stuff like Sex Bomb and Lover Boy Lover Girl), some of the faster OutKast tracks like Speedballin', and random songs from here and there. I should probably toss in some Mindless Self Indulgence, Diabolical would be really good.
Or maybe Trouble by Shampoo! Eh, only if custom soundtracks could be broadcast through other people's speakers.
Trouble, By shampoo?! From the MMPR Movie? You sir, are the win.
MMPR movie?
*two second edit* Mighty Morphin Power Rangers. :link:
Greatest soundtrack ever. Snap, Van Halen, and who can forget The Power Rangers Orchestra, performers of such great music like Go Go Power Rangers and, well... Go Go Power Rangers.Quote:
Originally Posted by Chux
The summer that movie came out our counselor had the soundtrack and played Trouble a bunch of times. Probably had something to do with us using a three-man slingshot to launch a balloon filled with toothpaste a mere twenty feet (can you say "overkill?") which went through a few windows (and almost cut through someone's leg in the process). Remember kids: Balloons filled with shaving cream - safe. Balloons filled with toothpaste - deadly.
That soundtrack did rule, hell "Free Ride" opening it makes it rule anyway. I oughta buy it and burn it to the Xbox, the Clerks soundtrack works well for Burnout games, as do a few MG/MGB songs.
I am compelled to have Megadeaths, High Speed Dirt on my soundtrack for this game.
You know what would be better than custom soundtracks? An original game soundtrack that was good. When did it become customary to load racing games with ignorable licensed tracks?
It all started with Crazy Taxi.
I think you mean Gran Turismo.Quote:
Originally Posted by Clash_Master
CT's soundtrack wouldn't work in any other game, yet worked there. Yes, I'd prefer actual GOOD music as opposed to doing it myself, but that won't happen anytime soon.
BO3 should have Dragula on it's soundtrack!!Quote:
Originally Posted by MechDeus
I don't think they could package a better soundtrack than one you make yourself.
so what's up with ea trax, anyway? it's obvious that they're more interested in stuffing shitty music (for the most part,) into incompatible games than they are in making an appropriate soundtrack. how many record labels do they have a deal with?
Ever played?Quote:
Originally Posted by Rumpy
- Wipeout
- Wipeout XL
- Wipeout 3
- R4
- F-Zero X
- Jet Moto
Some racing games have had great soundtracks with a lot of personality, and beat any custom soundtrack I could make.
It's all personal taste, especially with music. Someone could hate every ST you listed simply because of genre (like fzero x with me, it doesn't do much for me). With a custom option there's a pretty good chance that every song you hear, you'll like.Quote:
Originally Posted by MarkRyan
Fucking blah.
I guess some people would rather listen to DMX while they play Chrono Cross, too, or A Perfect Circle while playing Castlevania. Fuck them. I want original scores.
And I still don't get the point of custom soundtracks when the majority of people (everyone I know) has a stereo in the same room as their video games.
I agree with you on that. Personally I think custom music works best with driving games. Original scores are best for just about every other genre.Quote:
Originally Posted by MarkRyan
Wipeout 3 would disagree with you so hardcore. Turn on your stereo.Quote:
Originally Posted by Rumpy
Sometimes I like to think that the people developing the game could find music that fits the theme better than I can. So while CSs are nice, every once in a while something comes along that's better. Sure, it could be possible that those tracks can be found on the internet and then I could use them, but like I said, I wouldn't know beforehand.
Since this is an EA game though...the soundtrack is going to blow.
Thugged out...you know we thugged out...fightin in the cllluuuuuuuub
lol, I'm not saying that a custom soundtrack wins out all the time. I think CSs work best in driving games (which is why I agree with you in castlevania and such). And hey, if they bang out a sweet ST for whatever game (driving included) then even better! Shit, give a CS option along side the in game tunes! The more choices the better.Quote:
Originally Posted by MarkRyan