Burnout 3: Takedown (2004-06-08 build): Difference between revisions
Houndeye07 (talk | contribs) (This page should be mostly done, I'll come back periodically to check grammar and whatnot.) |
AcuteSyntax (talk | contribs) (Add some more images) |
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= Notable Differences = |
= Notable Differences = |
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While |
While it does postdate the [[Burnout_3_(2004-04-28_demo)|April 2004 promotional demo]] by quite a bit of time, lots of changes remain hidden under the surface in this build. Many of these options are still not accessible without memory editing, due to the build's nature as a preview for gaming outlets, however efforts are being made to make the menus function as intended. |
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=== |
=== Menus and UI === |
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While not vastly different from retail, there are still some changes to be seen. |
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. |
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<gallery widths=200px heights=180px> |
<gallery widths=200px heights=180px> |
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File:B3PreviewJuneLoading.png|thumb|The loading screen |
File:B3PreviewJuneLoading.png|thumb|The loading screen, featured from E3 to late June 2004. |
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File:B3PreviewJuneCrashNav.png|thumb|The Crash Nav, with an early crash marker icon. |
File:B3PreviewJuneCrashNav.png|thumb|The Crash Nav, with an early crash marker icon. |
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</gallery> |
</gallery> |
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==== Car Select ==== |
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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. |
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[[File:B3JunePreview-Menus-CarSelect.png|thumb|300px|left|Also featured is an earlier garage with more minimalist design elements.]] |
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{{clear|left}} |
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==== Single Event ==== |
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The Single Event setup menu features additional options, most notably AI difficulty and lap count, which were later scrapped for reasons unknown. |
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[[File:B3JunePreview-Menus-SingleEvent.png|thumb|300px|left]] |
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{{clear|left}} |
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=== HUD === |
=== HUD === |
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This 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. |
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<gallery widths=170px heights=150px> |
<gallery widths=170px heights=150px> |
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File:B3PreviewJuneRaceHUD.png|thumb|The HUD seen during Race events. |
File:B3PreviewJuneRaceHUD.png|thumb|The HUD seen during Race events. |
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</gallery> |
</gallery> |
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=== Physics |
=== Physics === |
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Vehicles |
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 put them out of their misery. |
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=== |
=== Vehicle Designs === |
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Some vehicles that were featured in the ''' |
Some vehicles that were featured in the '''standalone demo''''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 (most likely May 2004, demo compiled in June 2004) are all different in some way, besides the Compact Prototype which only features new colors. A couple Compact-class vehicles go unused but otherwise, a complete vehicles folder is not present. |
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=== |
=== Maps === |
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The |
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. |
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<gallery widths=200px heights=180px> |
<gallery widths=200px heights=180px> |
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File:B3PreviewJuneMoreTraffic.png|thumb|More traffic seen in '''Kings Of The Road''' during the Super GP. |
File:B3PreviewJuneMoreTraffic.png|thumb|More traffic seen in '''Kings Of The Road''' during the Super GP. |
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</gallery> |
</gallery> |
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=== |
=== Gamemodes === |
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Being close to July, modes are now mostly up to speed with the final product, only now with minor differences. Standing grid starts are still present in this build in all modes, and the race |
Being close to the final version's build date of July 2004, modes are now mostly up to speed with the final product, only now with minor differences. Standing grid starts are still present in this build in all modes, and the race HUD message telling the player how far ahead or behind of rivals they are no longer gives precise decimal-point values of distance, and now just reads "over" or "under" to compensate. |
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<gallery widths=200px heights=180px> |
<gallery widths=200px heights=180px> |
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File:B3PreviewJuneBoostStart.png|thumb|The prompt received upon getting a boost start. |
File:B3PreviewJuneBoostStart.png|thumb|The prompt received upon getting a boost start. |
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File:B3PreviewJuneRacePreview.png|thumb|The pre-race pan around of the player vehicle and |
File:B3PreviewJuneRacePreview.png|thumb|The pre-race pan around of the player vehicle and rivals. |
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</gallery> |
</gallery> |
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Grand Prix tournaments are entirely the same besides the opponents being called "Com" instead of "Driver" on the after-race leaderboard. |
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<gallery widths=200px heights=180px> |
<gallery widths=200px heights=180px> |
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File:B3PreviewJuneTournament.png|thumb|The screen seen after a race in a tournament. |
File:B3PreviewJuneTournament.png|thumb|The screen seen after a race in a tournament. |
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</gallery> |
</gallery> |
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⚫ | |||
⚫ | Road Rage is virtually the same as the final game, but with one unique |
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<gallery widths=200px heights=180px> |
<gallery widths=200px heights=180px> |
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File:B3PreviewJuneRRWarning.png|thumb|The first warning, telling the player to get a move on. |
File:B3PreviewJuneRRWarning.png|thumb|The first warning, telling the player to get a move on. |
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</gallery> |
</gallery> |
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=== |
=== Cameras === |
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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. |
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> |
<gallery widths=200px heights=180px> |
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File:B3PreviewJuneEndRace.png|thumb|The screen that appears upon finishing a race. |
File:B3PreviewJuneEndRace.png|thumb|The screen that appears upon finishing a race. |
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= Known Issues = |
= Known Issues = |
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* |
* Aside from 10 events in the USA region, the entire World Tour is locked and completely inaccessible. |
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* All main menu options besides the Crash Nav are locked and unselectable. |
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* All the other menus are completely locked off, with the only option selectable being '''Crash Nav'''. |
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* Vehicles are not able to be selected per-event. The player is only limited to what is given. |
* Vehicles are not able to be selected per-event. The player is only limited to what is given. |
Revision as of 20:55, 30 March 2021
Burnout 3: Takedown (2004-06-08) | |||
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Build Info | |||
Platform: PlayStation 2 Compilation date: June 8th, 2004 Also known as: "June Preview" Released publically: Yes |
This preview build of Burnout 3 was compiled and sent out to various gaming outlets to give a brief cover of the game's current state. As with B3's earlier 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 it does postdate the April 2004 promotional demo by quite a bit of time, lots of changes remain hidden under the surface in this build. Many of these options are still not accessible without memory editing, due to the build's nature as a preview for gaming outlets, however efforts are being made to make the menus function as intended.
Menus and UI
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 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.
-
The loading screen, featured from E3 to late June 2004.
-
The Crash Nav, with an early crash marker icon.
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.
Single Event
The Single Event setup menu features additional options, most notably AI difficulty and lap count, which were later scrapped for reasons unknown.
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.
-
The HUD seen during Race events.
-
The HUD seen during Burning Lap events.
-
The HUD seen during Road Rage events.
-
The HUD seen during Crash junctions before wrecking.
-
The HUD seen during Crash junctions after wrecking.
-
The HUD seen when the player crashes in normal events.
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 put them out of their misery.
Vehicle Designs
Some vehicles that were featured in the standalone demo'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 (most likely May 2004, demo compiled in June 2004) are all different in some way, besides the Compact Prototype which only features new colors. A couple Compact-class vehicles go unused but otherwise, a complete vehicles folder is not present.
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 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.
-
More traffic seen in Kings Of The Road during the Super GP.
Gamemodes
Being close to the final version's build date of July 2004, modes are now mostly up to speed with the final product, only now with minor differences. Standing grid starts are still present in this build in all modes, and the race HUD message telling the player how far ahead or behind of rivals they are no longer gives precise decimal-point values of distance, and now just reads "over" or "under" to compensate.
-
The prompt received upon getting a boost start.
-
The pre-race pan around of the player vehicle and rivals.
Grand Prix tournaments are entirely the same besides the opponents being called "Com" instead of "Driver" on the after-race leaderboard.
-
The screen seen after a race in a tournament.
Road Rage is virtually the same as the final game, but with one unique gutted feature. When the player falls below 50 MPH, 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!"
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The first warning, telling the player to get a move on.
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One of the final warnings, of which the player vehicle is now almost wrecked.
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The last straw of which the game detonates the player vehicle.
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Make no mistake; You can't afford to anymore!
Crash mode also differs slightly. Some vehicles upon using the crashbreaker will only lose wheels upon detonation, seen in the Trailer Trash junction. During this development period, the monetary goals for the junction and the camera pan of the crash area are joined together, with reason of their separation remaining unknown.
-
The screen seen when you load into a crash junction.
-
The Assassin Compact remaining intact when blowing up.
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.
-
The screen that appears upon finishing a race.
Known Issues
- Aside from 10 events in the USA region, the entire World Tour is locked and completely inaccessible.
- All main menu options besides the Crash Nav are locked and unselectable.
- Vehicles are not able to be selected per-event. The player is only limited to what is given.