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

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= Notable Differences =
Since the Demo was initially compiled close to 4 months before the retail game, it is marginally different as such.
 
=== Old HUD ===
This HUD dates back very far within the game's development, and was in the demo but pulled shortly after in development once manual transmission was gutted entirely. The color palette also changed from orange and yellow to blue and gold. The crash screen is also less cluttered with a more simplistic and dramatic look to it featuring black bars that are seen during replays in the retail game. The layout is different in some modes, maintaining itself as compact but displaying lots of information at the same time.
 
=== Intense Damage Model ===
In this era of the game, the damage model was shifting to something more like what retail received, and the demo happens to stand right in the middle. The deformation is very intense, but to a degree realistic with most parts rarely ever breaking free from the vehicle besides wheels and the hood, more akin to a real car crash. This era also is at the end of the lifespan of a damage feature nicknamed "Folding" where the vehicle folds in and pinches upwards to represent a violent compression. This feature is never seen again beyond this point.
 
=== Early Vehicle Designs ===
While the April demo itself is met with only 3 player vehicles from the time, the Japanese demo's designs are likely dated to around May 2004. There are vehicles here and there more drastically different than others, and some of which also include LOD models that are from even earlier versions of the vehicle's design. Many feature placeholder sounds, as well as a few featuring engine sounds that were not present in any acquired build beforehand.
 
=== Light Downtown Changes ===
Since Downtown was the only featured map, it sports some earlier elements respectively. Some billboards and ads present in retail are missing, and it is lacking both a licensed Axe billboard and billboards promoting other EA titles at the time. Differences are minor but rather noticeable.
 
=== Varying Car Combat ===
Unlike the retail game which raw [[Value Database]] values indicate that mostly every car is the same mass among the class, the car combat in the Burnout 3 demo varies among vehicles, some being better at combat than others. Different vehicles are thought to share varying masses and values regarding reactions to attacks, indicated very prominently by select few vehicles that will barely budge at the strongest of hits.
 
=== Differing Physics ===
While the main physics don't vary too much themselves, some cars feel much heavier and a lot tighter compared to their retail counterparts. On top of this, other opponents can be taken out by pressuring certain points in the side, causing them to tip over. A similar likeness to this can be seen in real life crashes.
 
=== Early Crashbreaker ===
Likewise to what is seen in Burnout Revenge, crashbreaker in the demo must be charged, although instead of getting a number of cars to crash or explode adding to it, the player must instead travel lots of distance and/or collide with vehicles to fill it. Since explosions are not present this early on, initiating it sends all nearby cars into an airborne stasis indicated by the distinct sound and particle effect when the player vehicle propels itself off the ground in a crash.
 
=== Darker Undertones ===
The earlier version of Burnout 3 are thought to be a lot more grim, and this demo is no exception. The impact time tracks are far more brutalistic and audibly violent compared to retail's, and audible screams or shouts of pain can be heard while the player is crashing, or when nearby AI drivers crash themselves. Earlier text strings indicate in the executable indicate these undertones being much heavier even before this point, with '''Psyche Out!''''s text string possibly having been '''Caused A Suicide!'''.
 
= Known Issues =
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