Burnout 3: Takedown (2004-06-08 build): Difference between revisions
Burnout 3: Takedown (2004-06-08 build) (view source)
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This preview build of Burnout 3 was compiled on '''June 8th, 2004''', and sent out to various gaming outlets to
= Notable Differences =
While it does
=== Menus 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. This build's UI is very similar to ''B3'''s earlier '''[[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 employing the same concepts. ▼
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>
//Unlock Main Menu Options (patch by: SuperType1)
patch=1,EE,202C3810,extended,24030000
</pre>
▲
▲<gallery widths="200px" heights="180px">
File:B3PreviewJuneLoading.png|thumb|The loading screen, featured from E3 to late June 2004.
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
==== Car Select ====▼
▲The car select menu is very different, with more of an emphasis on the concept of cars 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]]
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=== HUD ===
This HUD was created sometime after the demo, and stayed in the game until 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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=== Physics ===
Vehicles tend to react much more to their environment, akin to the demo. 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, is more balanced and vehicles may require multiple high speed slams or shunts to finally
=== Vehicle Designs ===
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=== Maps ===
Besides Kings Of The Road, the maps of this build do not feature EA-sponsored billboards. Traffic density is also higher on average. The trackside "killspots" of the [[Burnout_3_(2004-04-28_demo)|standalone demo]] are also present here, which likely acted as a replacement to the wallriding penalty seen in Burnout 1 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>
=== Gamemodes ===
Being close to the final version's build date of July 2004, modes are now mostly up to speed with
<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 rivals.
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Grand Prix tournaments are entirely the same, besides AI opponents' names being prefixed 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
<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 will only lose wheels upon detonation of the Crashbreaker, seen in the '''Trailer Trash''' junction. During this development period, the
<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.
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=== Cameras ===
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 =
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 =
|