Burnout 3 (2004-04-28 demo): Difference between revisions

no edit summary
(Added some images, expanded and revised a couple points. May come back later to fix run-ons and grammatical issues.)
No edit summary
 
(2 intermediate revisions by the same user not shown)
Line 15:
 
=== Menu UI ===
While theThe menu UI remains mostly the same, though the demo does see a few changes here and therepresent. The event locations in the Crash Nav have indicators marking differentvarious hazards or features that may have an effect on the player during races. The loading screen is also far different, and instead of featuring a picture and a caption, it just has the controller setup and a display for gameplay tips at the bottom.
<gallery widths=200px heights=180px>
File:B3DemoLoadingScreen.png|thumb|The old loading screen, which can be seen up until E3.
Line 21:
 
=== HUD ===
ThisThe HUD datesseen backin verythe fardemo withinis known to be in the game's developmentsince timeline,at andleast wasFebruary pulledor shortlyJanuary after2004, when the demogame's releasedfirst oncescreenshots manualwere transmission was gutted entirelyshown. The color palette of the text and UI elements washere also changed fromis orange and yellow toinstead blueof andthe goldfinal forYellow, theGold, finaland gameBlue. The on-screen text that appears comes with a small icon in the shape of a road sign, of which they're not only older textures, but in this era of the gamedemo there wasfeaturing 3 different signs youinstead couldof receivetwo aslike opposedretail, toon onlytop 2of inusing the retailearly designs for gamethem. The crash screen has a more simplistic and dramatic design, featuring black bars that are also seen during replays in the retail game. The layout is different in some modes, staying compact but displaying lots of information at the same time. The most different is crash mode, with a timer and crash damage amount always being displayed throughout the event, likewise to '''Burnout 2'''. The boost bar shakes intensely during use, which was also likely at the end of its lifespan by the time the demo released, and was promptly removed sometime before E3.
<gallery widths=200px heights=180px>
File:B3DemoRace.png|thumb|The HUD seen during a Race event.
Line 30:
</gallery>
 
=== DamageCrashing ModelChanges ===
DueAt tothe thistime being aroundof the timedemo thebeing compiled, vehicle damage modeling was starting to bebeing overhauled, thisso demoit usesfeatures athe combinationstretchiness of thelater chassisbuilds, crumplingcombined seen in earlier versions, andwith the bending/stretchingcompressing offrom laterearlier versionsbuilds. Deformation is very intense butAkin to areal degreecar realisticcrashes, with most parts rarely ever breaking free fromleave the vehicle besides wheels,those thethat hood,are andrather bumpersloose notsuch wellas hookedwheels, tohoods, thetrunks, chassisand seenbumpers inon older70s vehicles (Mostlyor 60s and 70smodel cars),. akinDeformation tois arather realstrong, carand crash.this Thiswas demolikely alsothe sawlast the lastgame appearancewould ofever asee damagethe featuremechanic nicknamed "'Folding"', where in hard crashes the vehicle's chassiswill violentlyfold compressesupwards andlikewise foldsto verticallyreal high speed crashes. Explosions are not presented this early in the game's development, however the vehicle'sfuel radiatortank will still emitrupture, leaving a small explosion particle under it and lifting the car off the ground. Particle effects from both player and AI vehicles are much stronger, AI wrecks leaving behind plumes of smoke that make them difficult to dodge in large numbers. AI as well can rupture their fuel tanks in wrecks and hissbe duringsent someairborne, crashesallowing for spectacular launches the player can risk driving under.
<gallery widths=200px heights=180px>
File:B3DemoCarFold.png|thumb|The "folding" that can be initiated at about 90MPH. Its strength is controlled per-vehicle in the Value Database.
Line 40:
 
=== Map Changes ===
While Downtown overall is not much different from retail besides lackingthe EA-sponsoredlack orof a Axefew billboards, mapsor themselvesperhaps weredifferent metplacement withof somethem, characteristicsthe latermap removedfeatures a key difference. In the demo, there's a lot of spots on corners shortly after the barriers of which riding the wall will be met with instant death. It's possible this was introduced as a way to keep players off the walls with the removal of the wall speed penalty, but was later removed, only still barely present on select maps in distinctthe spotsretail ingame, thebut finalnot gameon Downtown.
 
=== CarPhysics & Combat ===
Vehicles in the demo can feel at times looser and in some cases, heavier. The differences in weight are much more prevalent, and this is especially noticeable in the car combat. Heavier cars are harder to smack around, and the actual combat itself is almost completely different. Rather than being forced the opposite way after being hit at a specific angle from opponent vehicles, instead, your vehicle is still 'hit' but can still use its weight to take them out. Another mechanic also present known as 'tipping', is a physics feature that is based around a vehicle's center of gravity, which means higher vehicles like compacts or burly muscle cars are easy to tip over, another mechanic inspired much by real crashes, a similar case to folding.
Unlike the retail game, combat behavior in this demo varies among vehicles, with some being better at combat than others. The demo's [[Value_Database|ValueDB]] contains per-vehicle masses and values for reactions to attacks, indicated very prominently by a select few vehicles that will barely react to violent slams and shunts. In this demo there is also a mechanic of which when battling another car, you can put constant pressure on the door area of their vehicle and they will tip sideways, giving you a takedown if you manage to get them off all of their wheels. A similar characteristic to this can be seen in some real car crashes.
<gallery widths=200px heights=180px>
File:B3DemoCarTip.png|thumb|The tipping mechanic in action. There is no unique takedown name for it, so it's usually called a wall takedown.
</gallery>
 
=== Physics ===
Cars have a much different and more grounded sense of handling in the demo. Different cars can feel tighter or looser and heavier than their retail counterparts. The in-game crashes feel much lighter than in the final game, as vehicles are able to get insane amounts of air time and cover much larger distances even when making contact with the ground. The differing physics also likely has a part in the previously mentioned "tipping" mechanic.
 
=== Responsive AI ===
InThe split-screenAI modespresented and Championship events,in the AI opponentsdemo are far more aggressive, so much asso that sometimes they will tryput tothemselves take outon the playerline evenjust ifto ittake putsyou themout. inWhile danger.not Theiras averagenoticeable speedsin usuallysingle exceedevent thatdue ofto thebroken playermechanics even inand the sameusual vehicles,AI andbehavior willof rarelydriving slow down untilon the final lap, (Asplit customaryscreen AIputs behaviorit innicely theinto Burnoutperspective games).and Theshows AIyou also have a tendency to crash more often,really givinghow the playergame ais minuscule time windowsupposed to avoid them now and thenplay. Taking down AI carswill doesn't render the playercatch invincibleup to their victim, as plowing through a carfight you've takenso outas willlong still killas you ifstay hitoff withthe enough force. This also applies with aftertouch takedownsboost, asand simplycompared grazingto passingretail driversare willmuch notmore killprone themto unlesscrashing, theyin hitmany youcases withat ainconvenient major difference in speedtimes. Opponents,The when'Panic the player wrecksEffect', takealso onpresent a characteristic fromin Burnout 1 and 2 nicknamedis theseen "Panichere, Effect"where of which they may not hitif the player wrecks, but instead the environmentAI orare nearbymuch trafficmore duelikely to beingcrash ininto asurrounding panicareas trying to avoid the incoming madnessit. ThisAfter wasthe removeddemo, sometimethis beforegame E3mechanic and wasis never seen in another Burnout title again.
 
=== Mode Changes ===
Every mode like Burnout 1 and 2 begins with a grid start, and the player is able to accomplish a '''Boost Start''' which works the same in both Burnout 2, and online or crash modes for Burnout 3, Legends, and Revenge. The standing countdown is also presented in crash mode in the final game, but the player always starts rolling in every other mode.
<gallery widths=200px heights=180px>
File:B3DemoBoostStart.png|thumb|The prompt received after getting a boost start.
Line 79 ⟶ 76:
 
=== Darker Undertones ===
Earlier versions of Burnout 3 are thought to be a lot more grim in tone, and this demo is no exception. Impact Time tracks are farclearly more brutalistic and audibly violent compared to retail's, and audible screams or shoutswails of pain can be heard when the player or nearby AI drivers crash. Text strings in the executable indicate these undertones being much heavier even before this point, with the HUD message for a Psyche Out takedown possibly having been '''Caused A Suicide!'''
 
= Known Issues =
216

edits