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.
(Added some images, and tided up some grammatical stuff.)
(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 provenance 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''' .
<gallery widths=200px heights=180px>
File:BRJulyWorldTourMenu.png|thumb|The old World Tour menu, likely 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 seenidentical asto earlythe asstandalone May 2005demo, but in this build 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.
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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.
<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.
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=== World Tour Differences ===
The world tour of the game features some light differences, although a completely scrapped mode called 'Crash Tour' is presented.
The world tour features event differences to the retail game; not all of it can be seen due to rank 8 always being locked, and none of the events being able to be unlocked besides what is already given.
 
=== 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.
 
=== Game Mode Differences ===
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