Burnout Revenge (Alpha 7 build): Difference between revisions
Making some light changes to my wording... Jesus fucking christ, why do I overcomplicate everything I write? Will come back later for more overhaul and start Rev Demo soon.
AcuteSyntax (talk | contribs) No edit summary |
Houndeye07 (talk | contribs) (Making some light changes to my wording... Jesus fucking christ, why do I overcomplicate everything I write? Will come back later for more overhaul and start Rev Demo soon.) |
||
(One intermediate revision by the same user not shown) | |||
Line 16:
=== UI ===
The region select menu is more reminiscent of Burnout 3's Crash Nav, being an overhead view of the world. Selecting a track highlights the state or
<gallery widths=200px heights=180px>
File:BRJulyWorldTourMenu.png|thumb|The old World Tour menu, being present since early 2005.
File:BRJulyWTHighlight.png|thumb|The individual state or provenance is highlighted upon selection.
File:BRJulyLoadingScreen.png|thumb|The loading screen is identical to the standalone demo, but there's no controller setup seen on it.
</gallery>
The player can only select a color for a vehicle after choosing it in the car select menu, instead of simply choosing a color while cycling through them like Burnout 3. This was later reverted.
=== HUD ===
The race HUD in this build differs a bit. The rating meter is set up differently than the final game, and the end-race rating up animation is much different, featuring a sign with an arrow pointing up in place of the final animation.
<gallery widths=200px heights=180px>
File:BRJulyRankUpArrow.png|thumb|The arrow slides in and disappears into the text, increasing the event rating.
File:BRJulyOldMedal.png|thumb|One of the early versions of the rating meter, as well a beta medal icon.
</gallery>
=== Minor Vehicle Differences ===
<gallery widths=200px heights=180px>
File:BRJulyPlaceholderCar.png|thumb|A placeholder is seen here for the Saloon C170 Mid, which is supposed to look tattered and worn.
</gallery>
=== World Tour Differences ===
The world tour
=== Difficulty ===
As per usual with prototype builds, the AI here is very aggressive and ruthless. They're much faster, harder to take out, and throw some serious hits at the player.
The rating meter drains very fast and requires the player to consistently battle rivals to keep
While mostly the same as retail, crash mode does have some minor differences. Most notably, upon using the crashbreaker, the camera will freeze to give the player a better view of the
<gallery widths=200px heights=180px>
File:BRJulyCrashbreakerCam.png|thumb|The camera gives you a good look at the destruction from your crashbreaker.
</gallery>
Traffic Attack is also nearly identical to retail, however once the countdown begins, the player is immediately given control of the car.
▲The rating meter drains very fast and requires the player to consistently battle rivals to keep it at the highest rating. Due to this, it is likely impossible to obtain the highest rating in Burning Lap events.
<gallery widths=200px heights=180px>
File:BRJulyTrafficAttackStart.png|thumb|Waste no time; The clock is already ticking.
</gallery>
Road Rage similar to the other modes is identical to retail, except upon reaching the takedown target, the event promptly ends, instead of letting you go until your car expires or the timer clocks out. It's unknown if this was an actual feature or only exclusive to this build.
▲=== Crash Mode Differences ===
▲While mostly the same as retail, crash mode does have some minor differences. Most notably, upon using the crashbreaker, the camera will freeze to give the player a better view of the explosion's damage, before locking back on to the player vehicle seconds later.
=== Cut Crash Junctions ===
|