Lack of crash mode killed it.
Basically it went on to become Need for Speed. Hot Pursuit was the best, much in line with Burnout 2 goodness.
I'd kill you all the HD remasters of Burnout 3 and Revenge (minus the driving into opposing traffic).
i played it for a few hours before i realised i wasn't having fun at all, good thing i grabbed it on sale on origin. worst game in the series for me.
There it is.a HD trilogy of the last PS2 Burnouts would be awesome
Takedown, Revenge and Dominator all on one disc in HD plz![]()
a HD trilogy of the last PS2 Burnouts would be awesome
Takedown, Revenge and Dominator all on one disc in HD plz![]()
So did Burnout Paradise kill the franchise?
No, it was already in decline thanks to making the danger of traffic nearly irrelevant in previous entries with traffic checking
traffic checking was actually significantly toned down in Paradise, only with the heaviest cars in certain conditions did it work.YES!
Finally someone who feels the same.
traffic checking was actually significantly toned down in Paradise, only with the heaviest cars in certain conditions did it work.
But then everyone was too distracted with everything else.
No, it was already in decline thanks to making the danger of traffic nearly irrelevant in previous entries with traffic checking, and upping the flash of crashes (as they happen) to get in the way of the purer racing experience thus eliminating the important sense of fragility and tension.
Traffic checking balanced the lanes out. Before BR, there was zero reason to not drive in oncoming traffic. It's much easier to dodge and your boost meter increases at a much faster rate. With the addition of traffic checking, you could potentially get some extra boost in the regular lane, and encouraged the user to switch between lanes.
Traffic checking balanced the lanes out. Before BR, there was zero reason to not drive in oncoming traffic. It's much easier to dodge and your boost meter increases at a much faster rate. With the addition of traffic checking, you could potentially get some extra boost in the regular lane, and encouraged the user to switch between lanes.
Traffic checking balanced the lanes out. Before BR, there was zero reason to not drive in oncoming traffic. It's much easier to dodge and your boost meter increases at a much faster rate. With the addition of traffic checking, you could potentially get some extra boost in the regular lane, and encouraged the user to switch between lanes.
The big gimmick of this series in the first place, IMO, is the danger of high speed racing in traffic which the added features do nothing but significantly nerf if not outright nullify. The only reason to introduce a new mechanic like that is to appeal to a wider audience who aren't appreciative of the game's original defining element.
And here we have him, the anonymous Criterion employee that thought traffic checking was a good idea. ;-)
Note: By oncoming, you mean the opposite lane, yes?
Burnout 3: Takedown balanced this by having you gain massive boost for driving in Oncoming Traffic AND it made you harder to "Takedown" by having you dodge oncoming traffic in addition to the person attempting to take you down doing the same thing.
Traffic Checking basically removed that "risk/reward" system in driving in the opposite lane by wanting you to drive in the same lane traffic with little to no effort outside of "dodge the semis, as those will auto-kill you."
It was a no-skill system and ruined Revenge.
If so many people were just hanging out in the oncoming lane, making the game too easy, you do a better job of generating more challenging traffic patterns to even out the difficulty of being there. The course designs could also be more mindful of this and become better at tripping up those who spend too much time being there in the first place. As well, there are the competing racers, human or not, which are supposed to put pressure on the player when they feel safe, even in the oncoming lane. Risk/reward was devalued with the advent of traffic checking and the cutaway crash camera which made the player invulnerable for its duration. The big gimmick of this series in the first place, IMO, is the danger of high speed racing in traffic which the added features do nothing but significantly nerf if not outright nullify. The only reason to introduce a new mechanic like that is to appeal to a wider audience who aren't appreciative of the game's original defining element.
Nope. Paradise was a great game -- especially with the updates.
What killed Burnout was EA mixing it into the recent Need for Speed games; EA probably sees no need for Burnout due to NFS now having similar arcade gameplay.
No. This killed the franchise:
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the fuck is that