Your task in each race is to finish with an "awesome" rating, which translates to four stars. Drifting, hitting other cars, taking out your rivals, driving in the wrong lane, and catching air are just some of the things that impact your star meter. Stars are earned in every different type of event, and outside of crash mode, you get them from driving as aggressively as possible. Earning gold medals is a major goal, but you'll also have to earn stars to rise through the ranks. Instead, events are broken into 11 different ranks. Unlike last year's game, Revenge's world tour doesn't really take place on a world map. In the end, all roads lead back to the main path one way or another, so you're never separated from the action for too long.Īll the game's modes and events are rolled up into a single-player world tour mode. But for events like online road rage, where you might be trying to avoid detection, these routes make it much easier to hide. Since neither are guarantees, it's easy for some alternate routes to turn into longer paths than the main track. Most of the routes don't have any traffic on them and don't count as oncoming lanes, meaning the only two ways to earn boost while on an alternate route are to slam into other racers or to drift. The increased complexity of the game's tracks also has an impact on your boost meter. Crashing down from above onto an opponent is one of the more thrilling moments the game has to offer. Some of them really just serve as ramps, letting you set up for tough but supremely satisfying vertical takedowns.
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Each of the game's tracks is now packed full of alternate routes, some of which serve as shortcuts. The design of Burnout Revenge's tracks make an even bigger impact on the way the game feels, and they give you a lot to think about. The whole concept also ties in to the new traffic attack event, which gives you money for each car you smash and ties its medals to specific dollar amounts. Having to keep track of which traffic you can and can't hit adds an interesting layer of complexity to the game, though the sometimes comical physics displayed by checked traffic-which flies around like you're wrecking into an aluminum can-looks a little weird. But checked traffic will also fly behind you after being rear-ended, letting you create tricky flying obstacles for other racers to avoid. If you slam them just right, you can send them flying into the other lane, ideally slamming into another racer and taking him down immediately.
These cars, once hit by a racer, essentially become weapons. Wrecking into innocent bystanders in automobiles is known as traffic checking, and it's limited to small and medium-sized cars that are stopped or traveling in the same direction as your vehicle. The biggest changes in Burnout Revenge come in its track design and in the ability to slam into some nonracing traffic and plow right through it.
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While it isn't a total reinvention, Burnout Revenge makes significant alterations to the Burnout formula that essentially render every other game in the series obsolete. With a name like Burnout Revenge, you might expect the latest game in the series to be a little rougher, a little meaner. Last year's Burnout 3: Takedown was when the series truly came into its own by achieving a near-perfect balance between high-speed racing and nefarious racing tactics designed to put the other racers out of commission. It may have started out as just another post-Ridge Racer driving game with a unique focus on beautifully destructive car crashes, but over the years, the Burnout series has really carved out its own spot in the racing genre.