YAY!!!!!
There are drawbacks to games becoming more cinematic.
Burnout 2 is a great-looking game, but is that also its downfall?
Survey PBMaX's smoldering pile-up of words here.
YAY!!!!!
Bah, I found this game to be a friggen riot!
Oh well, I like MGS2 also, I guess I'm some kind of freak.
I don't mind the camera showing your crash at all, personally. It's really not much different from when you crash in any other racer, it's just the camera is placed somewhere else during it. Sure, no matter what you go back to a halt, but that doesn't make the game any more diffucult. It's a pretty easy game, really. I would complain about the crashes only if they were trying to make a realistic racer, but thats not what this game is.
pwned by Ivan
As a major fan of the Burnout series, I have to disagree with PBMax. Burnout 2 took the basic idea of the original Burnout - traffic-weaving high-octane over-the-top arcade street racing - and made improvements in just about every area. Lots of people dislike the forced crash replays, and yeah, maybe Criterion should have included the option to remove the crash replays during GP races, but to me that's a very small detail...certainly not so damaging as to make me overlook everything else the game does right.
Burnout and its sequel are fantasy arcade racers, and don't try to be realistic (although they look damn close to photo-realism, especially at such a blazing speed). The cars aren't licensed, the tracks aren't real places, and even the superlative crash physics are way over the top - for that I can forgive the admittedly touchy collision detection. This ain't Gran Turismo here. Fun takes precedence over technical details.
Point of Impact provides a much deeper racing experience than the original. Each time you finish a race you're provided a large number of high scores for that track (Top Total Score, Biggest Air, Most Burnouts, Fastest Lap, Longest Drift, Biggest Combo, etc etc) and getting all top scores on all tracks in all categories isn't easy. Getting all first place in Time Attack is no cakewalk either. Attempting either will show you just how fine-tuned and enjoyable the racing engine is. It's easier to access the Burnout boost in the sequel, even though there's actually less traffic than the original, but you can still chain Burnouts together without too much trouble provided you don't wreck - a huge rush, similar to Kudos chaining in PGR. Perfect laps are much more common in Point of Impact (the first Burnout's impossible Survival Mode required three consecutive perfect laps on all tracks - to this day the hardest feat I've ever tried in gaming), and in fact, you'll need Perfect Laps in order to notch the top score in most tracks' categories. Also, the crash replays during races are in fact shorter than the first game (they were really overdone there!).
But the other great thing about Point of Impact is players who don't want to explore the racing engine to its limits can still unlock everything in the game without too much trouble, and have a great time doing it. Criterion did a great job catering to all gamers without compromising the relative quality of the experience. Another thing worth mentioning: the control in the Burnout series has always been absolutely perfect - not the easiest thing when a game moves this fast and has so much happening on-screen simultaneously. (note - I think the Cube controller is perfect for this game, even better than the Xbox's)
Multiplayer Pursuit Mode and Crash Mode are huge fun, even for non-gamers, as I can attest to personally. These are also very welcome additions missing from the original. Sure, you can only race two players at once via split-screen, but four players wouldn't be able to see enough of the road to avoid all the traffic (not to mention the massive computations that the system would be forced to perform - it'd probably slow the framerate to a crawl). And there's nothing like making a human opponent ram headlong into an oncoming bus and watching his/her car disintegrate into tiny bits.
I think Hot Pursuit 2 is a fantastic game in its own right, and even does some things better than the Burnout series, but time and again, when I'm jonesing for an arcade racer, it's Burnout that I always end up turning to. Realistic? Nope. Perfect? No. Deep? Check. Fun? Always.
Satoshi Kon: 1963-2010
Hooray Bio! I couldn't have said it better.
It's not a small detail when they completely interrupt the flow of the game.Originally posted by BioMechanic
As a major fan of the Burnout series, I have to disagree with PBMax. Burnout 2 took the basic idea of the original Burnout - traffic-weaving high-octane over-the-top arcade street racing - and made improvements in just about every area. Lots of people dislike the forced crash replays, and yeah, maybe Criterion should have included the option to remove the crash replays during GP races, but to me that's a very small detail...certainly not so damaging as to make me overlook everything else the game does right.
A good racing game, especially one with extremely high speeds, requires you to be "in the zone" to race well. Burnout's crash sequences break your concentration and keep you from ever attaining that feeling of immersion.
I gave it a high score for Graphics.Burnout and its sequel are fantasy arcade racers, and don't try to be realistic (although they look damn close to photo-realism, especially at such a blazing speed). The cars aren't licensed, the tracks aren't real places, and even the superlative crash physics are way over the top - for that I can forgive the admittedly touchy collision detection. This ain't Gran Turismo here. Fun takes precedence over technical details.
Just for the record, I prefer arcade racers so this one should have been right up my alley. That said, simply being an arcade racer, does not excuse the major flaws of breaking the feeling of immersion and taking the control out of your hand to force crashes which could have been avoided.
All of this is meaningless if the core game is not fun enough to warrant extended replay.Point of Impact provides a much deeper racing experience than the original. Each time you finish a race you're provided a large number of high scores for that track (Top Total Score, Biggest Air, Most Burnouts, Fastest Lap, Longest Drift, Biggest Combo, etc etc) and getting all top scores on all tracks in all categories isn't easy. Getting all first place in Time Attack is no cakewalk either. Attempting either will show you just how fine-tuned and enjoyable the racing engine is.
The replays may be shorter in Burnout 2 but they are still completely out of place.It's easier to access the Burnout boost in the sequel, even though there's actually less traffic than the original, but you can still chain Burnouts together without too much trouble provided you don't wreck - a huge rush, similar to Kudos chaining in PGR. Perfect laps are much more common in Point of Impact (the first Burnout's impossible Survival Mode required three consecutive perfect laps on all tracks - to this day the hardest feat I've ever tried in gaming), and in fact, you'll need Perfect Laps in order to notch the top score in most tracks' categories. Also, the crash replays during races are in fact shorter than the first game (they were really overdone there!).
The control is fine, when the game decides to let me control the vehicle. The fact is, many times the game takes the control entirely out of your hands and forces you to crash. Forcing me to crash in a situation I know I could have steered/braked out of is a major flaw that sucks all the fun out of racing.But the other great thing about Point of Impact is players who don't want to explore the racing engine to its limits can still unlock everything in the game without too much trouble, and have a great time doing it. Criterion did a great job catering to all gamers without compromising the relative quality of the experience. Another thing worth mentioning: the control in the Burnout series has always been absolutely perfect - not the easiest thing when a game moves this fast and has so much happening on-screen simultaneously. (note - I think the Cube controller is perfect for this game, even better than the Xbox's)
Crash mode is fun, for a little while.Multiplayer Pursuit Mode and Crash Mode are huge fun, even for non-gamers, as I can attest to personally. These are also very welcome additions missing from the original. Sure, you can only race two players at once via split-screen, but four players wouldn't be able to see enough of the road to avoid all the traffic (not to mention the massive computations that the system would be forced to perform - it'd probably slow the framerate to a crawl). And there's nothing like making a human opponent ram headlong into an oncoming bus and watching his/her car disintegrate into tiny bits.
It's too bad many of the crash courses aren't really optimized to serve their purpose.
The gameplay consists of several elements that I've already played to death, and to better effect, in Crazy Taxi and a turbo boost that can be chained.I think Hot Pursuit 2 is a fantastic game in its own right, and even does some things better than the Burnout series, but time and again, when I'm jonesing for an arcade racer, it's Burnout that I always end up turning to. Realistic? Nope. Perfect? No. Deep? Check. Fun? Always.
And you're right, it is fun, at least until the frantic pacing of the action is abruptly interrupted with a slow-mo crash scene. I'm sorry, but as hard as I tried, I just didn't find any fun in that.
I try to review a game in a manner that allows readers to form their own opinion about a title, while still presenting my own. Like the review says, if you enjoy the crashes, this game is for you. Unfortunately, I found that the crashes completely disrupted my ability to have fun playing this game.
Well, I can understand where you're coming from. It is an interruption, but it only takes me a fraction of a second to get back into the flow of things, myself.Originally posted by PBMaX
It's not a small detail when they completely interrupt the flow of the game.
I don't like most futuristic racers for a similar reason - I hate having to split my attention between racing and using weapons. I can never get into the zone as a result. Not to put you on the spot, man, but how would you deal with the problem? If you take away the traffic, Burnout becomes a different (and IMO, lesser) game. Most rally racers, for example, magically flip you over or teleport you back onto the track - to me, that's more of a distraction (I'm currently playing RalliSport Challenge).A good racing game, especially one with extremely high speeds, requires you to be "in the zone" to race well. Burnout's crash sequences break your concentration and keep you from ever attaining that feeling of immersion.
I'm a little perplexed by the last part of this statement. I've spent many hours playing both Burnouts, and I've never felt like I've been forced to crash. At times I've crashed due to what seems to be a really minor sideswipe (usually on meridians), but I can forgive that. You've crashed for seemingly no reason?That said, simply being an arcade racer, does not excuse the major flaws of breaking the feeling of immersion and taking the control out of your hand to force crashes which could have been avoided.
Again, I can't say I've come across this phenomenon myself.The control is fine, when the game decides to let me control the vehicle. The fact is, many times the game takes the control entirely out of your hands and forces you to crash. Forcing me to crash in a situation I know I could have steered/braked out of is a major flaw that sucks all the fun out of racing.
You played with friends? It's a lot more fun in a group. But yes, once you score all Golds, there's little reason to go back.....beyond catharsis.Crash mode is fun, for a little while.
Hmm. While I'd never claim Burnout to be innovative, I can't really see the connection to Crazy Taxi. Beyond driving like a lunatic through populated areas, that is. I think CT is way more over-the-top than Burnout is, myself, but it's so cartoony that suspending disbelief comes easily.The gameplay consists of several elements that I've already played to death, and to better effect, in Crazy Taxi and a turbo boost that can be chained.
Hey, it's cool. No harm done. Don't get me wrong, I think your review is thought-provoking, objective, and informative (not to mention well-written). I also understand why you didn't like it (have you played the first, by chance? Just curious). I am sorry the crashes were such a distraction for you - to me, they're a part of the game. At the end, in my humble opinion, the sudden forced crash replays are overshadowed by the many things the game does well. Thanks for replying!I try to review a game in a manner that allows readers to form their own opinion about a title, while still presenting my own. Like the review says, if you enjoy the crashes, this game is for you. Unfortunately, I found that the crashes completely disrupted my ability to have fun playing this game.
Satoshi Kon: 1963-2010
I'd just like to point out that when you're "in the zone" in Burnout 2, you aren't crashing. In fact, you'll be pulling one continuous Burnout combo for the entire race.Originally posted by PBMaX
A good racing game, especially one with extremely high speeds, requires you to be "in the zone" to race well. Burnout's crash sequences break your concentration and keep you from ever attaining that feeling of immersion.
If you're crashing, or nicking cars hard enough (actually, at all), then you can do better and you shouldn't blame the game's replays. That's like complaining about a racing game taking too long to replace your car when you flip it over. Obviously, if you were driving better and didn't screw up in the first place, that wouldn't be a problem.
Burnout 2's traffic - just like the first one - follows specific patterns. Whenever you reach an area one of a few specific setups will be there, and there is always a way through. This isn't Midnight Club, where luck is a partial element. Memorization is important in all racing games, generally just for the track layout but here for other obstacles as well. Yes, I can play through the majority of the game without ever crashing, and I don't even have most of the high scores on the races.
In short: the only lack of flow here is not knowing the traffic. Once you grasp how it works the game will become pathetically easy, just as it is for me. Granted, I find it so much fun I don't mind the lack of challenge, but having at least a harder difficulty to choose from would be damned nice. Of course, online head-to-head is where it's at.
Which reminds me: Who's got Midnight Club II on Xbox? I'm hankering for some people to play.I believe he's refering to slight nicks on other cars, which if done at the right angle will trigger a crash replay, even though it's not really a crash. Granted, not hitting the car will avoid that problem altogether, but it is a slight "glitch."You've crashed for seemingly no reason?
Everything I said for my PS2 review remains true on my feelings here, although I'd say the XBox rev is better thanks to having custom soundtracks, the original game's soundtrack, extra car designs, extra crash tracks, and uploadable scores. This game is good enough I bought it twice at full price, and I don't regret it one bit.
I would prefer a crash that maintained the feeling of speed the game works hard to produce. A nice full-speed crash, without showing me different views or what happens to other cars, then get me back on the track as soon as possible.Originally posted by BioMechanic
I don't like most futuristic racers for a similar reason - I hate having to split my attention between racing and using weapons. I can never get into the zone as a result. Not to put you on the spot, man, but how would you deal with the problem? If you take away the traffic, Burnout becomes a different (and IMO, lesser) game. Most rally racers, for example, magically flip you over or teleport you back onto the track - to me, that's more of a distraction (I'm currently playing RalliSport Challenge).
Interesting that you mention RalliSport Challenge, a game I also reviewed here. Please ignore the incorrect score on the top of the page (wanna fix that Nick?) the real score is on the bottom.
As you can see, RalliSport is one of my favorites in the genre.
Slight impacts can trigger crashes that were otherwise avoidable. I mentioned in the review one instance where I slightly nicked a car, during a pass, which triggered a crash sequence where I slid 50 feet into a wall. If the game left the controls in my hands I could have used a combination of braking/steering to correct the slide and avoid all impact with the wall.I'm a little perplexed by the last part of this statement. I've spent many hours playing both Burnouts, and I've never felt like I've been forced to crash. At times I've crashed due to what seems to be a really minor sideswipe (usually on meridians), but I can forgive that. You've crashed for seemingly no reason?
Thank you for the kind words. I always enjoy feedback from those who read my reviews. The fact that the review allows us to have differing views, yet still understand where the other is coming from, tells me I did my job.Hey, it's cool. No harm done. Don't get me wrong, I think your review is thought-provoking, objective, and informative (not to mention well-written). I also understand why you didn't like it (have you played the first, by chance? Just curious). I am sorry the crashes were such a distraction for you - to me, they're a part of the game. At the end, in my humble opinion, the sudden forced crash replays are overshadowed by the many things the game does well. Thanks for replying!
I'm glad you find the game so enjoyable. I really tried to enjoy it more but it just didn't happen.
Point taken.Originally posted by MechDeus
I'd just like to point out that when you're "in the zone" in Burnout 2, you aren't crashing. In fact, you'll be pulling one continuous Burnout combo for the entire race.
If you're crashing, or nicking cars hard enough (actually, at all), then you can do better and you shouldn't blame the game's replays. That's like complaining about a racing game taking too long to replace your car when you flip it over. Obviously, if you were driving better and didn't screw up in the first place, that wouldn't be a problem.
If the crashes weren't so disrupting, effectively taking me out of the action, perhaps I would feel compelled to spend the effort necessary to learn every nuance of each course.
Yes, this is what I'm talking about.I believe he's refering to slight nicks on other cars, which if done at the right angle will trigger a crash replay, even though it's not really a crash. Granted, not hitting the car will avoid that problem altogether, but it is a slight "glitch."
Unfortunately, I don't view it as a "slight glitch".
I'm glad the game has fans, and loyal ones at that.Everything I said for my PS2 review remains true on my feelings here, although I'd say the XBox rev is better thanks to having custom soundtracks, the original game's soundtrack, extra car designs, extra crash tracks, and uploadable scores. This game is good enough I bought it twice at full price, and I don't regret it one bit.![]()
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