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.
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(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.)
 
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=== 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 countryprovenance containing it, but the rest is identical to the final menus. It's likely these menus datewere backin toplace ansince earlierearly phase ofin Revenge's development, as far back as when the game was known as '''Rush Hour''' .
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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.
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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.
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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.
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=== Minor Vehicle Differences ===
SomeMany vehicles in this build sportfeature some minorsubtle differences tothat theirrange final counterparts, including different paint colors, liveries,from minorslight kit changes, engine differencesblowers, andexposed differentsuperchargers, wheels, withcolors, onlyor veryin fewsome vehiclescases sportingmore any major designheavy differences. Mostin GT levelselect cars. inSome thisvehicles buildare featureimplemented hoodas cutsplaceholders forlikely blowersdue orto superchargers.being Aincomplete fewand/or vehiclesnot usepresentable placeholdersfor due to their models not beingpress presentfootage.
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File:BRJulyPlaceholderCar.png|thumb|A placeholder is seen here for the Saloon C170 Mid, which is supposed to look tattered and worn.
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=== World Tour Differences ===
The world tour in itself sports differences toof the retail game; notfeatures allsome oflight itdifferences, canalthough bea seencompletely duescrapped tomode rankcalled 8'Crash alwaysTour' beingis lockedpresented.
 
=== 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 AI featured in Burnout prototypes is typically very fast and highly aggressive, with this build being no exception. However, unlike most other builds or Burnout games, they lack most of their customary behaviors. They rarely stop to let the player catch up and will throw them under the bus at any given opportunity, sometimes physically.
 
The rating meter drains very fast and requires the player to consistently battle rivals to keep itthe at therank highestfrom ratingfalling. Due to this, it is likely impossible to obtain the highest'Awesome' rating in Burning Lap events.
 
=== CrashGame 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'sdamage damagedone, before locking back on to theonto playeryour vehicle seconds later.
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File:BRJulyCrashbreakerCam.png|thumb|The camera gives you a good look at the destruction from your crashbreaker.
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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.
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File:BRJulyTrafficAttackStart.png|thumb|Waste no time; The clock is already ticking.
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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 ===
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