http://ps2.ign.com/articles/626/626673p1.html
IGN: Since the game is about taking down opponents, have the cars been tweaked so that they're easier (or more difficult) to take down?
Matt Webster: When gamers got their hands on Takedown, they seemed to fall in love with Road Rage mode and being able to fight their rivals as they are racing (just like we did around the office). So this time around, we decided to make Burnout Revenge all about battling and fighting, rather than just pure racing. This really impacted the way we approached our track design more than anything else.
In Takedown you were battling on tracks that were really built for racing. A great example of this is the Vineyard track which was amazing for racing, but really tough to find takedown opportunities. In Revenge every track is built for takedowns. Every corner, every ramp, every route is there to give players the opportunity to annihilate their rivals, and that is in addition to keeping the Burnout staples of being great to drift round, fun to speed on, and really accessible for all levels of players.
It's not about making your rivals harder or easier to take down, it's about giving players more opportunities to take them down in style.
IGN: Next-gen versions of Burnout Revenge have been appearing on several retailer websites, but an official confirmation as to whether or not the game is really happening has been hard to pin down. That said, what's the deal? Is it coming to 360?
Matt Webster: Everything you read on the Internet is true isn't it? We're currently focused on delivering the greatest Burnout experience for current gen hardware.