Burnout 3 revealed.

nazlec

Newcomer
Here are some pictures from Burnout 3 developed by Criterion Studios and published by EA. It will be released worldwide simultanously in september this year for PS2 and XBOX. Online play will only be able on PS2.

Since you cannot link images from this site you have to click
http://gamefront.de/
and then the first news.

For those interested it is german.
 
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This look good, arcadishly Outrunish good. Polygons seem upped

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Not bad either.

If those are PS2 shots, that be nice. Probably Xbox ones ImhO.

The Rest.
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Not as WOW as when i first saw B2 to be honest, but that doesn't mean i'll not pick this one up as soon as i can get my hands on it...

I think the X at the bottom of the screens means they're Xbox screens, although i don't see a PS2 struggling to produce such graphics, after spending 4 hours yesterday on B2 in Pro-scan. Amazing little gem that is...
 
B2 was very short, hope that it is longer this time and also includes track like we had in NFS:HP2.
 
The Xbox BO2 has upped polygons and better effects, for ex the shiney shine on the cars. :LOL: That made the PS2 version a lil 'squarish-boxy' in comparison.
 
hm, seems like Sega is churning out games for Ngage

virtua cop and alien front. maybe we will see a outrun Ngage in the future for this phone vrooem vroom
 
hey69 said:
hm, seems like Sega is churning out games for Ngage

virtua cop and alien front. maybe we will see a outrun Ngage in the future for this phone vrooem vroom


Huh? Think you posted that in the wrong thread... ;)
 
eh no, it's just that it's also posted on that german website just a bit under the burnout 3 news. i wasn't planning a new treath for this.. ANYWAY back to work
 
nobie said:
The coolest thing about that game is the damage to the cars.

Yes definately. It would be good if they made more stages in the vein of NFS, which always seemed more "imaginative".

If there is one thing about B2 that was a bit icky it would have to be the stages. Except for some few exceptions (like the one that practically blinds you with the reflection of the sun on everything) they seemes a bit "dry". Still, amazing game...
 
Too bad, that there was so little RidgeRacer this gen, thanx to Criterion for stepping in with the BurnOut franchise. BO3, yay! I am looking forward to see, what Criterion will be able to deliver next gen.
 
ChryZ said:
Too bad, that there was so little RidgeRacer this gen, thanx to Criterion for stepping in with the BurnOut franchise. BO3, yay! I am looking forward to see, what Criterion will be able to deliver next gen.


Heh, i'm looking forward to see what everyone will be able to deliver next gen.

If Renderware keeps being this good, i have high hopes. Personally i'd never have thought a multi-platform middleware would turn out to be so good...
 
london-boy said:
Heh, i'm looking forward to see what everyone will be able to deliver next gen.

If Renderware keeps being this good, i have high hopes. Personally i'd never have thought a multi-platform middleware would turn out to be so good...
I've heard, Criterion did a lot customizing ... it's a bit more than just plain-vanilla-renderware. Next gen I would like to see, real deforming, millions for particles forming clouds of shattered glass, whirled smoke by passing cars, etc :D
 
ChryZ said:
I've heard, Criterion did a lot customizing ... it's a bit more than just plain-vanilla-renderware. Next gen I would like to see, real deforming, millions for particles forming clouds of shattered glass, whirled smoke by passing cars, etc :D
I guess that would explain why it's not coming out on the Cube then, as if they were closer to base Renderware it would cost them little to put out the GameCube version. Certainly not enough to be avoiding it entirely... (I'm still curious why they don't bother, even if the Cube version would be less-tweaked. I'm not aware of any Renderware version excludes that platform.)
 
Anyone know how BO1 and BO2 sold on GC? Cuz that might explain why they aren't porting it, (although off the cuff I thought the GC versions did comparatively well).
 
WoWzers, not bad, not bad at all!!!
Thank cool that Criterion be from the start, work with Xbox and PS2. Seems be utilizing the extra headroom of the X to improved BO3.

From GS Xbox section
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Criterion are the masters of PS2 hardware, basically what Namco once was with the PS1.

Q/A session from gamespot:

we spoke to Alex Ward, Creative Manager at Criterion, about how the game's development is proceeding.

GS: Who is working on it?

AW: The core development team here at Criterion Games Limited in Guildford, UK is the same core Burnout team that developed the previous two versions of the game. But this time the team is much bigger because the game this time is also much bigger.

GS: How are you approaching the third entry in the series?

AW: The bar is always getting raised, so we're always out to push ourselves harder than ever before. We were all really happy with what we did in the second game, but there are always new elements to improve on. We pushed the PS2 pretty hard last time, but after a good look inside [the hardware], we've found a whole heap of new ways to increase performance, so you'll see that all over the place. The worlds are much more detailed than ever before, the cars look way better than ever before, the environment mapping on the cars is incredible, and the crashes have gone in a new direction just like pretty much the whole experience.

The first time around was all about racing on the busy streets. The game was very tough, so it was very hardcore, very driven by all of the influences from the old Sega driving games. Tough but enjoyable.

The second game was a refinement of the first. Still very pure, but very accessible. We made sure everyone knew how to play the game from the start. It was all about being able to chain the boost all the way around the course. And just when you think you've mastered that, then there's crash mode.



Believable traffic is the key to making Burnout 3's gameplay work.
For the third game, well, we decided from day one that network play was very important. We wanted to deliver a solid Burnout experience online. And the key here was traffic. No other online racing game was featuring traffic because it's tough to do online--there can be all sorts of problems. So we spent a lot of time at the start working out how to handle this because Burnout has always been about racing in traffic. And looking closely at online play helped give us a new direction. We all know that people like to misbehave online and we didn't want the offline and online play experiences to be different. I could be chaining a burnout around the track, and then see three guys blocking the road ahead just trying to mess it up for me. So we began thinking about making the game much more aggressive.

So in Burnout 3 it's not about racing through traffic anymore, it's about fighting through the traffic. It's a lowdown dirty race to the finish line, and you'll be rewarded in both boost and points for ramming your opponents off the road. So the race is not so much about a taking a beautiful racing line, but more like a bareknuckle fist fight. We knew this is what people would be doing all the time online, so we thought we may as well get everyone ready for that in the offline game. You have to take first place and win by any means necessary. Pushing, shoving, ramming, shunting--in most other games that would be bad. In Burnout 3, we want you to do that. You'll have to just to survive.

GS: What do you feel needs to be added?

AW: We always get letters asking us to show the driver going through the windscreen, but somehow I don't think we'll be doing that.

GS: What graphics engine will it be using? An entirely new one or a tweaked version of the existing one?

AW: It's all new. I've been reading some of the early reaction to a few screens that have appeared on the internet and some people seem to think that the last game looks better. Well, I think they may well change their mind when the see the game running for themselves. Burnout 3 blows Burnout 2 clean out of the water.

There's a lot more here:
http://www.gamespot.com/ps2/driving/burnout3/preview_6089105.html

As for Xbox vs PS2 on BO2 - Xbox version had increased polygons on players cars, as well as decals and better reflection mapping. Nice improvement, but one you'd have to play in 3rd person mode to appreciate. Other than that, they looked very simillar. If they remain the same visual difference ratio here, PS2 version will be a no brainer due to it's online mode and support for the new GT4 force feedback wheel. If it's anything like BO2, I'm sure BO3 will be the most fun racer online, (at least for me). Here's hoping they utilize HDD on PS2 to allow for custom soundtrack as well , as that was one thing I thought was the nicest improvement Xbox version had. Then again, knowing EA, they will push their 'EA trax' and cut custom soundtrack support altogether like they seem to be doing from all their games.

I think the X at the bottom of the screens means they're Xbox screens
I think they are just "Here's what we are working on screens" from an undisclosed platform. IGN and Gamespot has those same ones in the PS2 section as well as in the Xbox section. Looks like PS2 is their lead platform just as it was in BO2, so it wouldn't surprise me it's that version they took the screens from. However, I expect both versions to look very simillar anyways.
 
Its very disappointing that a Gamecube version is not being made...

I had just gotten my hopes up after Criterion ditched Acclaim that Burnout 3 would make its way to the cube after all under EA....

Is a Gamecube ver confirmed to be out of the question?
 
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