| Burnout |
|
Review
By: Christopher
Coey
|
| Developer: |
Criterion
Games |
| Publisher: |
Acclaim |
| #
of Players: |
1-2 |
| Genre: |
Racing |
| ESRB: |
Everyone |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
7-23-02 |
You and three
other cars line up at the starting line, set to race through the
streets of some European city. The race begins and you speed off
down narrow streets, making hairpin turns, and skidding around tight
corners. Then the track takes an unexpected turn and you find
yourself racing INTO oncoming traffic. After weaving in and out past
countless cars that all swerve out of your way while flashing their
lights and honking at you, you’re back on the proper side of the
road. You come to an intersection, but the light is red. Ignoring
your driving instructor’s best advice, you decide to run the light
only to find yourself clipped by a passing 18-wheeler. You spin
wildly in circles, then smash into the side of a parked car and
launch into the air. Congratulations, you just caused $125 000 in
insurance claims. Now go watch the whole things again in slo-motion
replay.

"The best
crashes ever in a video game" is what the game box advertises.
And the claims just might be accurate. Mostly only because I can
think of many other quality driving games that even allowed crashes.
Usually, you crash, the car may crumple a little, then the
game/track resets. You get all that in Burnout as well, but you
finally get to see some actual damage. And the car isn’t glued to
the track anymore. Hit something at the right angle, and you’ll
fly through the air, twisting and bouncing. The crashes can really
be quite a spectacle. The graphics are impressive enough to hold
their own against most competitors. But the cars themselves tend to
be rather bland. There are no real-life licensees, which is rather
disappointing. I hate to always compare every new racing game with
Gran Turismo 3, but it is the ‘gand-daddy’ of all racing games.
It came out over a year ago, and it still holds the title for best
graphics, best racing sim, etc etc. But one of the most fun aspects
of that game was that you got to drive, and unlock real-life cars.
Wouldn’t it be much cooler to see car crashes involving say, a
Porsche, and a Volkswagen Beetle? Instead of a car that sort of
looks a bit like a Viper, and some other generic looking compact
car. No contests, games like this should have licensing. This one
doesn’t.
Although the
crashes are amazing, this is after-all a racing game. So for the
most part you try to avoid crashing. That being said, the cars are
often too fragile, triggering a crash on very minor impacts. Or
seemingly no impact at all, as if you blew a tire or something. Some
of the courses are set up with predetermined actions. So, for
instance, when you hit a certain point in the course, it will
trigger the motion of a set of cars that might speed through an
intersection just as you’re nearing the center. The resulting
crashes are some of the most spectacular, and fun. I did find
though, that the blur-effect used in the game, combined with a
grainy quality in the graphics, often made the path of the courses
difficult to make out. I play my games on quite a large TV, and even
I found that I wasn’t sure which way the upcoming turn was headed
until the last possible second. And I’d often end up running into
invisible barriers.
There are
initially a handful of cars to choose from, which increase in
difficulty and speed. You can later unlock four additional vehicles
including a tow-truck, and my personal favorite, a full size public
transit bus. Very cool. In all, however, not much to add in the way
of replayability. Once you ‘figure out’ a course, it’s pretty
easy to continue to win everytime. You can, as with any racer game,
try to constantly improve your times, or damage scores. But I don’t
generally get a kick out of racing the same tracks over and over
again just to shave a couple of seconds off my time.
The driving in
Burnout is arcade, not simulation. Don’t expect the deadly
accurate road physics as in some driving sims. The physics level, as
well as the graphic details level is far below that of GT3. Since
the game IS arcade style though, the less than perfect physics model
actually makes the game more playable.
You may often
say to yourself, while playing your favorite games, "the game
cheats!" And in fact, in most cases you’d be right. The
programmers do often allow a game’s AI to do things that you the
player are not able to do. Sometimes it might be that your opponents
have unlimited ammo, or a seemingly impossible accuracy. They do
this in order to make the game more competitive, and it’s often
these levels that increase or decrease depending in the difficulty
setting you’ve chosen to play with. In most racing games, the
"cheat" that programmers use is known as ‘rubber-banding.’
This is where, even if you are racing the race of your life, hitting
every corner perfectly, and never missing a short-cut, the other
cars still seem to be right behind you. You seem never to get too
far out ahead. This type of thing can actually work to the player’s
advantage, as games often have reverse rubber-banding, especially in
the beginner levels, in order to give players a false sense of
accomplishment. Well, in Burnout the rubber-banding is rampant. You
may race one track, do fairly well but still come in second by a
narrow margin. Then the next race, you might be 20 or 30 seconds
ahead of your previous time, well ahead of the pace of the lead car
from the other race, and yet still find yourself in second or third
place. It does make the game a LOT more challenging, which usually I’m
all for. BUT, in the later races such as the USA Marathon: you might
be racing for almost 20 mins, and be in the lead the whole time.
But, if you make a small mistake near the end, the other cars will
whip past you and you won’t have enough time, or track left to
catch them. So you have to spend another 20 mins racing the same
level again (possibly many many times.)
Easily the worst
part of this game is the music. It is almost all composed of crappy
high-pitched synthesizer sounds. At times it sounds like the music
from some low-budget 80’s TV mystery movie. Again, where are the
licenses? Once we, as the gaming public, have been exposed to the
joys of flying around virtual racetracks listening to the sweet
tunes such as those in the WipeOut games, or yet again GT3, how can
any developer think they can get away with this type of audio
sludge?
Another issue I
had with this game is that there is no positional map. I never
really thought about how important this function really is (probably
because no other racing game in recent memory omitted it.) But not
knowing how far ahead the lead car might be, or just how close on
your tail the other cars are, can be frustrating.
Yes, the crashes
are spectacular, just as advertised. And you have the ability to
save crashes, or play them back in slo-motion, or from different
camera angles. However, the crashes, once slowed down and examined
more closely are not nearly as impressive. You really notice the
lack of realistic suspension in the chassis on the cars, or the
not-so-accurately modeled particle physics with the flying car bits.
I guess this is merely proof that even the NEW generation of game
consoles still have big computation limitations. I’m still waiting
for the game that gives me crashes like this one has, but also has
the detailed impact physics, flying car parts, and loads of smoke
and glass. But I guess we’ll have to wait for yet another NEXT
generation of systems before we start seeing ALL of those things in
one game. I would have like the option to view some of my computer
opponent’s crashes. But you can’t. Even during the race replay,
there is no ‘opponent cars’ camera angle to choose from. So
unless you are actually involved in the crash yourself, you don’t
get to see it.

I enjoyed the
fact that the game ‘claims’ to reward aggressive driving, by
filling up your ‘boost’ meter after ‘near misses’, or
driving into ‘oncoming traffic.’ But I would have like to see a
better scoring system based around this idea. There is a scoring
system in place that apparently represents the "best
drivers", but in the end I found that it doesn’t really seem
to reward crazy-driving in a rewarding fashion. It should have been
more along the lines of: damage taken+time+position+difficulty=score.
But in the game it’s more like: score=distance traveled into
oncoming traffic, that’s all. If the game really does reward
aggressive driving, then you should get points for causing
accidents, by running other cars into each other, or obstacles.
Although it wasn’t a great game, this type of scoring system was
used in Star Wars: Racers Revenge, and should have been used here.
And while I’m on the topic of the boost meter, the actually boost
you receive, isn’t much of a boost at all. Especially when you
take into account the rubber-banding that I talked about earlier.
The only time the boost is useful is to make up a couple of extra
seconds if you might be having trouble reaching a checkpoint. But as
far as getting out ahead of the pack, it doesn’t work. The other
cars seem to also get a speed boost when you use yours.
There is also a
two-player simultaneous mode. With racing games these days, this is
pretty much a no-brainer. It’s unfortunate that GameCube lacks the
multi-linking consoles function of the PS2. I find that playing
these games on a split screen, with only a cramped view of the
action, loses a lot of the games appeal. That being said, try
playing a two-player races using only the transit buses. Again I’ll
say, very cool.
Highs:
- Spectacular
crashes
- Good sense of
speed and control
- Unlockable
vehicles
Lows:
- Horrible
music
- Not overly
impressive graphically
- Lacks
licensed vehicles and accurate, recognizable locations
Final Verdict:
This is a
quality arcade racing game. Overall, it has a lot of nice features,
and the gameplay is as good as most current arcade racers. Just keep
in mind the word "arcade" in those sentences. This game is
NOT GT3. The claim to fame here is the crashes, not the driving. And
the crashes ARE better than any of the other racing titles released
so far. That is, for many, reason enough to buy this game. But the
lack of any kind of licensing, or real-life locations or vehicles
brings this games score way down. Add to that the most god-awful
music I’ve heard in a game since the days of NES, and you’d
better be prepared to play this one with the sound off. Buy it if
you like to watch fast moving cars smashing into other fast moving
cars. Just don’t expect anything as impressive as the highlight
reels from most Indy car events.
Overall Score:
7.0
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