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

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= Notable Differences =
While notit asdoes earlypostdate asthe [[Burnout_3_(2004-04-28_demo)|April, 2004 promotional demo]] by quite a bunchbit of time, lots of changes remain hidden under the surface within Junethis build. Many of these options are still not quiteaccessible easilywithout accessiblememory editing, 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 ===
While not vastly different from retail, there are still some changes to be seen. ItsThis build's UI is very similar to that''B3'''s of theearlier '''Standalone[[Burnout_3_(2004-04-28_demo)|standalone demo]]''', even including leftovers hidden awayleftovers. The crashCrash navNav is much more complete, and the loading screen differs lightlyslightly 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.
<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>
 
==== 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.]]
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==== Single Event ====
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 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.
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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 put 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 product, 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 the opponents being called "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 one unique defininggutted feature that was gutted. When the player falls below speeds of50 50MPHMPH, 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!"
 
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.
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</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.
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= 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.