Burnout 3: Takedown (2004-06-08 build): Difference between revisions

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Fixed/Corrected some wording because I typed out everything in such an absurdly overcomplicated way.
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m (Fixed/Corrected some wording because I typed out everything in such an absurdly overcomplicated way.)
 
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This preview build of Burnout 3 was compiled on '''June 8th, 2004''', and sent out to various gaming outlets to give a briefbriefly cover of the game's current state. AsLike with ''B3'''s earlierthe [[Burnout_3_(2004-04-28_demo)|April 2004 demo]], this build has plenty of inaccessible content and missing files. It features multiple .ELF maps, as well as debug symbols and some dev/debug functions for the game's networking possibly dated from the E3 demo the month before.
 
= Notable Differences =
While notit asdoes earlypost-date asthe [[Burnout_3_(2004-04-28_demo)|April, 2004 promotional demo]] by about a bunchmonth, lots of changes remain hidden under the surface with June. Many of these options arearen't stillaccessible notwithout quitememory easily accessibleediting, due to the build's being locked upnature as it was a preview for gaming outlets, however, efforts are pluggingbeing awaymade atto makingmake the menus function as intended.
 
=== MenuMenus and UI ===
{{todo|<small>Upload images of the Driver Details menus.</small>}}
While not vastly different from retail, there are still some changes to be seen. Its UI is very similar to that of the '''Standalone demo''', even including leftovers hidden away. The crash nav is much more complete, and the loading screen differs lightly from the demo's, but still employing the same concepts. The car select menu is much different, with the concept of the cars being on a CCTV being much stronger exemplified. The camera swing has a gradual zoom in and out, and much more camera effects are seen. The Single Event menu features multiple options later scrapped including Difficulty settings and Lap counts for reasons unknown.
While not vastly different from retail, there are still some changes to be seen. Normally, all but one of the main menu's options are greyed out; these can be accessed by using the below patch:
<gallery widths=200px heights=180px>
<pre>
File:B3PreviewJuneLoading.png|thumb|The loading screen that dates back to about E3 and sometime into later June.
//Unlock Main Menu Options (patch by: SuperType1)
patch=1,EE,202C3810,extended,24030000
</pre>
 
This build's UI is very similar to the '''[[Burnout_3_(2004-04-28_demo)|standalone demo]]''', even including hidden leftovers. The Crash Nav is much more complete, and the loading screen differs slightly from the demo's, but still displaying the same concepts.
<gallery widths="200px" heights="180px">
File:B3PreviewJuneLoading.png|thumb|The loading screen, thatfeatured datesfrom backE3 to aboutlate E3June and sometime into later June2004.
File:B3PreviewJuneCrashNav.png|thumb|The Crash Nav, with an early crash marker icon.
</gallery>
 
The car select menu is very different, with more of an emphasis on thebcars being recorded via a CCTV camera. The camera pans and zooms around the car, and has more effects, such as a more pronounced signal interference effect when switching between vehicles.
[[File:B3JunePreview-Menus-CarSelect.png|thumb|300px|left|Also featured is an earlier garage with more minimalist design elements.]]
{{clear|left}}
 
The Single Event setup menu features additional options, most notably AI difficulty and lap count, which were later scrapped for reasons unknown.
[[File:B3JunePreview-Menus-SingleEvent.png|thumb|300px|left]]
{{clear|left}}
 
=== HUD ===
This HUD iswas seencreated sometime after the demo, upand untilstayed aroundin the middlegame ofuntil around mid-June 2004. It still features a color palette with elements from the original demo HUD, but now it's mostly finalized with a lot more blue and gold/yellow. Some text is italicized and/or in slightly different positions but nothing major. The only major differences are shared with various icons and signs that appear on the screen when driving. The wrecked HUD differs slightly still, with a much more finalized look rather than the cinematic style previously used.
<gallery widths="170px" heights="150px">
File:B3PreviewJuneRaceHUD.png|thumb|The HUD seen during Race events.
File:B3PreviewJuneBurningLapHUD.png|thumb|The HUD seen during Burning Lap events.
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</gallery>
 
=== Physics Differences ===
Vehicles in the preview likewisetend to thereact demomuch tendmore to reacttheir muchenvironment, strongerakin to the environmentdemo. They bounce and move more, and when thrown into the environments they have a strange tendency to clip through objects such as walls and posts. Combat, also much like the demo as well, is more balanced and vehicles may require multiple high speed slams or shunts to finally puttake them out of their misery.
 
=== Earlier Vehicle Designs ===
Some vehicles that were featured in the '''Japanesestandalone Standalone Demodemo''''s Japanese release are also present in the same models here, although this time with more color variations added. The cars that post-date the supposed "backlog" of the demo vehicles (Mostmost Likelylikely May 042004, demo compiled in June 042004) are all different in some way all, besides the Compact Prototype which only featuringfeatures new colors. A couple compactsCompact-class vehicles go unused but otherwise, a fullcomplete vehicles folder is not presentedpresent.
 
=== Map ChangesMaps ===
Besides Kings Of The mapsRoad, presentedthe inmaps of this build do not feature EA-sponsored billboards. besidesTraffic Kingsdensity Of The Road,is also featuring higher trafficon densitiesaverage. The trackside "killspots" that are seen inof the '''Standalone[[Burnout_3_(2004-04-28_demo)|standalone Demo'''demo]] are also present here, stillwhich actinglikely the sameacted as a likely replacement to wallthe ridingwallriding penalty untilseen theyin wereBurnout inevitably1 and 2 before being removed entirely.
<gallery widths="200px" heights="180px">
File:B3PreviewJuneMoreTraffic.png|thumb|More traffic seen in '''Kings Of The Road''' during the Super GP.
</gallery>
 
=== Mode ChangesGamemodes ===
Being close to the final version's build date of July 2004, modes are now mostly up to speed with the final productretail, only now with minor differences. Standing grid starts are still present in this build in all modes, and the race textHUD givingmessage precisetelling numericalthe valuesplayer how far ahead or behind of distancerivals isthey noware removedno inlonger favorgives precise decimal-point values of distance, and now just sayingreads "over" or "under" to compensate.
<gallery widths="200px" heights="180px">
File:B3PreviewJuneBoostStart.png|thumb|The prompt received upon getting a boost start.
File:B3PreviewJuneRacePreview.png|thumb|The pre-race pan around of the player vehicle and the rivals.
</gallery>
 
TournamentsGrand Prix tournaments are entirely the same, besides theAI opponents' names being calledprefixed with "Com" instead of "Driver" on the after-race leaderboard.
<gallery widths="200px" heights="180px">
File:B3PreviewJuneTournament.png|thumb|The screen seen after a race in a tournament.
</gallery>
 
Road Rage is virtually the same as the final game, but with onea unique defining feature that was gutted. When the player falls below speeds50 of 50MPHMPH, a penalty will slowly destroy their vehicle until it is finally totaledtotals. Instead of the critical damage text reading "Damage Critical!" it now reads "One More Crash Left!"
 
<gallery widths="200px" heights="180px">
Road Rage is virtually the same as the final game, but with one unique defining feature that was gutted. When the player falls below speeds of 50MPH, a penalty will slowly destroy their vehicle until it is finally totaled. Instead of the critical damage text reading "Damage Critical!" it now reads "One More Crash Left!"
<gallery widths=200px heights=180px>
File:B3PreviewJuneRRWarning.png|thumb|The first warning, telling the player to get a move on.
B3PreviewJuneRRWarningUrgent.png|thumb|One of the final warnings, of which the player vehicle is now almost wrecked.
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</gallery>
 
Crash mode also differs slightly. Some vehicles upon using the crashbreaker will only lose wheels upon detonation of the Crashbreaker, seen in the '''Trailer Trash''' junction. During this development period, the monetarygoal goalsoverview forand the junction and the camera pan of the crash areaview are joined together, with reason of their separation remaining unknown.
<gallery widths="200px" heights="180px">
File:B3PreviewJuneCrashPreview.png|thumb|The screen seen when you load into a crash junction.
File:B3PreviewJuneCrashExplosion.png|thumb|The '''Assassin Compact''' remaining intact when blowing up.
</gallery>
 
=== Camera ChangesCameras ===
Likewise to the demo, this build features after-race cameras that follow the player vehicle, except now it is defined by only two angles as opposed to many that did various things such as pan around or spin.
<gallery widths="200px" heights="180px">
File:B3PreviewJuneEndRace.png|thumb|The screen that appears upon finishing a race.
</gallery>
 
= Other Content =
=== Test Track ===
The files of a normally inaccessible track, referred to internally as a '''Test Track''', are present in the <code>TRACKS/US/C4_V1</code> folder. It can be played by copying its files over another track and launching it via the Single Event menu.
 
This track is a simple, barebones oval circuit that reuses textures from Riviera. It was likely used only for physics and gameplay testing, hence its name, and was never intended to be accessible by end users of the final game; however, several references to it can be found in Burnout 3's retail version.
 
[[File:B3JunePreview-TestTrackInGame.png|thumb|300px|left|A Race event being played on the Test Track.]]
{{clear}}
 
= Known Issues =
* TheAside entirefrom World10 Tourevents besidesin 10the eventsUSA areregion, lockedthe upentire World Tour is locked and completely inaccessible.
* All main menu options besides the Crash Nav are locked and unselectable.
* All the other menus are completely locked off, with the only option selectable being '''Crash Nav'''.
* Vehicles are not able to be selected per-event. The player is only limited to what is given.
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