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So, Burnout Takedown

Have to say that the online implementation was severly shite. I had the "issue" that meant It would take roughly 20 minutes to get a game as I kept getting kicked back to the lobby due to a "communication failure" killed the game for me. which is a shame because when I got to play, it was fun as hell.
 
Rabid Wolverine said:
Its almost a ghost town on xbox live.

Nice of EA to give us extra content to keep the game alive online.

It rocked when it was crowded online.


I've gotten a few games in everyday for about a week now. But there are only a total of like 30-40 people online at a time.
 
catfish said:
Have to say that the online implementation was severly shite. I had the "issue" that meant It would take roughly 20 minutes to get a game as I kept getting kicked back to the lobby due to a "communication failure" killed the game for me. which is a shame because when I got to play, it was fun as hell.
God I hope hope and pray that they don't fuck up the online for revenge from the get go like they did last time. I really hoped they learned from that mistake, I'd still be playing the game if that never happened.
 
Agent X said:
I like Crash Mode, although generally speaking I think Burnout 2 had a better implementation.

In Burnout 3, it mostly boils down to grabbing the 4x token and managing to hit a few vehicles in the process. There were a few crash junctions where getting the 4x wasn't always a guarantee of success, but for 80% to 90% of them, that's how it played out.

Burnout 2, on the other hand, didn't have multiplier tokens, and your multiplier was determined by how many cars you crashed. This formula isn't entirely flawless either, but overall it was more rewarding.

Crash Mode in Burnout Revenge is supposed to be set up somewhat like the one in Burnout 3 in that it has Crashbreakers, but they are removing the multiplier tokens.



There were 100 crash junctions. Thats was too much. Crash mode is overrated for what it is.
 
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