Burnout Revenge (Alpha 7 build): Difference between revisions

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== Notable Differences ==
 
=== Early MenusUI ===
Initially,The theregion menusselect weremenu faris more reminiscent of theBurnout 3's Crash Nav from Burnout 3, being an overhead view of the world. Selecting a track highlights the state or country containing it, but the rest is the same in comparisonidentical to the final menus. It's likely these menus date back to reallyan earlyearlier inphase theof gameRevenge's development, when itthe game was calledknown as '''Rush Hour'''. Within the car select menu, the player selects a color for the vehicle after choosing it likewise to Burnout 2 instead of just choosing a color while moving through them like Burnout 3. This was later reverted.
 
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.
=== Minor UI Differences ===
 
The race HUD in this build differs a bit, with the rating meter being set up differently than the final game, and the end-race rating up animation is much different, instead featuring a sign with an arrow pointing up in place of the final animation.
=== HUD ===
The race HUD in this build differs a bit,. with theThe rating meter beingis set up differently than the final game, and the end-race rating up animation is much different, instead featuring a sign with an arrow pointing up in place of the final animation.
 
=== Minor Vehicle Differences ===
Some vehicles in this build sport some minor differences to their final counterparts, including different paint colors, liveries, minor kit changes, engine differences, and different wheels, with only very few vehicles sporting any major design differences to the design. Most GT level cars in this build feature hood cuts for blowers or superchargers. A few vehicles dotted around sportuse placeholders due to their models not being present.
 
=== World Tour Differences ===
The world tour in itself sports differences to the retail game,; not all of it can be seen due to rank 8 always being locked.
 
=== Painstaking Difficulty ===
The AI featured in beta builds of Burnout prototypes is typically very fast and highly aggressive, andwith the Julythis build of Revenge being no exception. AI is very fastHowever, and also very aggressive. Unlikeunlike most other builds or Burnout games however, they lack most of their customary behaviors. They rarely stop to let the player catch up and will throw the playerthem under the bus at any given opportunity, sometimes physically. The rating meter drains really fast and namely relies on the player frequenting battles with other drivers to keep it settled at the highest rating. In Burning Laps it is likely impossible to obtain the highest rating due to this.
 
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.
=== Light Crash Mode Differences ===
 
While mostly remaining the same as retail, crash mode did have some minor differences to be had. Most notably, upon using the crashbreaker the camera would stay in place to let the player get a better look at the damage from the explosion before returning to following the player vehicle seconds later.
=== MinorCrash UIMode Differences ===
While mostly remaining the same as retail, crash mode diddoes have some minor differences to be had. Most notably, upon using the crashbreaker, the camera would stay inwill placefreeze to letgive the player get a better lookview atof the explosion's damage, frombefore thelocking explosionback before returningon to following the player vehicle seconds later.
 
=== Cut Crash Junctions ===
This build features multiple junctions across different maps that were unfortunately gutted for reasons unknown.
<pre>Full list to be compiled soon.</pre>
 
==== Beach Bash ====
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==== Crash of the Titans ====
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== Known Issues ==