Burnout Revenge
- 1-2 Player
- shunt, crash, and slam on tracks designed for battling and takedowns
- take your revenge online with up to six players
- revolutionized crash mode explodes!
- Features multi-level tracks designed for fighting at top alacrity
Product Description
Rule the road by dominating your rivals and laying dissipate to rush hour traffic.
Buy Cheap Burnout Revenge
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A small truth in rating. I gave it one star because zero wasn’t an option.
This game has its moments… … and then there’s the waiting.
Those moments of real excitement sprinkled in between endless, excruciating periods of waiting for the next scene to load. It’s really slow!
I would never have bought this game if I had known about this.
Rating: 1 / 5
I RATE 1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 STARS AND RECCOMEND THIS TO ALL PEOPLE!!!!!!!!!!!!!!!!!!!!!
Rating: 5 / 5
if you are reading these reviews it means you are thinking about getting this game. sttop reading and just get it already!
Rating: 5 / 5
I bought this game for my grandson. He is 9 years ancient. He enjoys this game very much.
Rating: 5 / 5
Jameson Thottam Burned out on this game
I wasn’t a huge fan of the original Burnout game.
It was too buggy, the car handling was lousy, the graphics were terrible and the sound was astonishingly terrible. Because of that, I’ve skipped all the Burnout titles since then until I got hold of a copy of Burnout Legends for my PSP. Seeing the gameplay in there coerced me into getting hold of a copy of Burnout Revenge.
Changes… James Thottam
Some things have changed, some have stayed the same. The car handling is still lousy, but now it doesn’t really matter. The brunt of the game is still the same as it ever was – guide terribly to earn boost, use boost to win races, and win races to advance your skill level.
There are a few different types of event to compete in. The first is a straight race to the end. Next up is road rage, where your objective is to ram your opponents off the road for points. Then there’s Eliminator, where the last car in the race is eliminated at fixed time intervals. There’s a new mode called Traffic Attack where the objective is to do as much hurt as possible to all the other traffic. And finally there is crash mode, where the aim is to dump a car into a carefully crafted traffic scenario to do as much hurt as possible.
In race, road rage and eliminator modes, you can earn boost by getting rid of opponents – forcing them into scenery or oncoming traffic for example (a takedown). But if they go a takedown on you, their marker turns red and you have a revenge target (new to this game). Get your revenge on them with another takedown and you’re awarded more boost and an after-race trophy. And here’s where Burnout:Revenge has another nice feature. Each track has a “to-do” list associated with it. For example, three revenge takedowns in a race, or a vertical takedown from a specific ramp. Some of these you’ll buy during normal race time, but its a excellent way of adding longevity to the game. Suppose you’ve got gold in all the events. In most race sports meeting, your interest would likely wane after that point. Here though you can go back owing to the to-do lists and spend time at each track trying to fill in the blanks. It’s worth noting that some of the early events you can penetrate will be events you cannot win until you’ve worked your way owing to the game far enough to get a larger or quicker vehicle. When that happens, then you can go back and try those earlier events again.
The Need for Alacrity…Jameson Thottam
EA have done a splendid job of conveying alacrity in Burnout:Revenge. There’s no popup in the space and all the track details and other vehicles are beatifully rendered. You really do get a real sense of alacrity. The best change they’ve made to the game since earlier versions is to do with your nonstop ability to alacrity in-game. They’ve now made it so that any traffic going the same way as you is no longer an instant crash, but instead can be deflected and ruined. This leads to a far smoother feeling of gameplay. Whilst it does remove the skill of dodging traffic (which a right race game would force you to do a lot of), the whole point of the Burnout sports meeting is mindless destruction. Allowing you to hit same-way traffic is a splendid way to enhance that part of the gameplay.
Some Nice Features… Jameson L Thottam
As with the previous title (which I didn’t own but did play once), Burnout:Revenge has aftertouch and crashbreaker facilities. This came about in a post-Matrix world of wanting everything to use bullet-time. In Burnout, it’s used well. Once you’ve crashed, you can steer your wreckage to a certain degree to inflict even more hurt. And in the crash modes (as well as certain race modes later), if you do enough hurt, you can then hit the crashbreaker which basically destroys what’s left of your car with an explosion to do even more hurt. The potential of the crashbreaker is either dependant on the boost you had before crashing (in a race) or on your ability to mash the R2 button (in crash mode). Either way you get even more aftertouch once you’ve exploded and can go on to do even more hurt.
The Established Mainstream… Jameson L Thottam
I reflect for that reason alone, mainstream manufacturers have been loathe to allow their vehicles to be used in Burnout sports meeting and the same is right here. You get generic EA-made vehicles with no brand name that don’t even look like any car you might recognise on the street. This is a minus point for me. All the cars handle exactly the same apart from their top alacrity, and not having any brand names makes it hard to characterize one car from another. What’s the difference between a Consolidated M185 and an Associated R23?
Design for the Go… Jameson Thottam
The track design in Burnout:Revenge is pretty excellent. The draw space is incredible for a PS2 with the all-pervading fog not coming in for at least a mile. This gives a far more “wide-open” feeling to some of the tracks, especially White Mountain. Most of the tracks have shortcuts now, indicated by flashing blue lights at the entry point, as well as hidden ramps that you can use to jump over opponents. (If you use a ramp and land on an opponent, you get a vertical takedown award).
The track designers have done a excellent job of figuring the points on each circuit where you’ll be likely to run wide in a corner if you’re mashing around on full boost. Typically, at those spots, there’ll be a concrete pillar or some other immovable piece of scenery to bring an end to your shenanigans. It’ll take a while to learn these gotchas and master the tracks.
The track locations are varied from a neon-lit metropolis to a leafy country the middle of nowhere. The generic italian city is fun to race in with its narrow streets and immense ancient stone buildings.
Some Irritating things… James Thottam
There’s a couple of irritants about the game which are worth mentioning. The first is the camera. You can’t default it to be in-car – it always starts in the above-and-behind position. Honestly I don’t know why any software house still uses this camera point in racing sports meeting. It was a fun, novelty piece of eye-sweetie when it first came out, but it’s absolutely useless for driving. You have no concept of alacrity or management, or proximity to other traffic or objects. So in Burnout Revenge, you have to hit the triangle button at the start of every event to get the proper view. This gets very tiresome after the first couple of times.
The second irritant is the changed perspective that is used to signify driving on boost. When you stab the boost button, the car speeds up but the game lengthens the perspective of your view which results in this eerie zoom effect. It’s not too terrible going on boost, but when you run out and the car slows back down to regular alacrity, the view zooms back in and you will inevitably crash because from your perspective, it looks like you’ve suddenly shot violently out of control towards everything in front of you. I’m not sure why they’ve done this – the game conveys the feeling of alacrity just fine without it.
And finally there’s the choice of music in the EA Trax (now a staple of all EA sports meeting?). It is terrible. No – that’s not a terrible enough word. It’s dire. It’s about 37 tracks of thrash metal, heavy metal, grunge metal, death metal, metal, rap metal, and every other type of metal music mixed in with 3 trance/dance/techno type tracks. Fortunately EA have had the presence of mind to allow you to choose which music you hear in the game so the first stop for me was to turn it all off and just make do with the sound effects.
Seriously – driving sports meeting to heavy metal music just aren’t my thing. I don’t like the music, I don’t like the stylishness and having to listen to it whilst trying to concentrate on a game is just mind-numbingly distracting.
For those three things, I knocked a star off my rating.
Jameson Thottam
Rating: 3 / 5