F4MI's Burnout Video - th-cam.com/video/DR4MCZHBUhQ/w-d-xo.htmlsi=FgIYRDjIoSuROhH1 Fastminer07's Burnout Video - th-cam.com/video/fJKwqymOXEE/w-d-xo.htmlsi=Lv0UamDE9kR_Fh1i
The earliest Burnout I'm willing to go with is Burnout 2. Burnout 1 hasn't aged well, but it did lay the ground work of an iconic and sadly forgotten franchise. And I wish someone was able to make a new game like it, because Dangerous Driving fails as a spiritual successor.
Burnout 2 pretty much is the first game with all of it's main issues fixed, so more content and better controls, and I agree with you that Burnout hasn't aged well. I don't think Burnout is a forgotten franchise though. I haven't played Dangerous Driving yet, but it does look like fun, so I might buy it later this week.
The first two Burnout games still has leftover the "Thrill Drive" inspiration, so it's just pure sense of speed and cautious for the traffic, of course without the "Horror" elements from the Thrill Drive itself which is where the whole series take Inspiration until EA took the part
@@MontegoReviews it's called impact time, well it's still exist in final game only toned down, luckily Burnout Revenge has enough balls to show what Burnout 3 impact time supposed to be, pointing the horor of car crash
The thing I noticed the more I played the game is that most, if not all, of the traffic patterns are scripted. Whilst it's not a big deal in the championship mode, it kind of makes the game feel more repetitive if you're playing for fun in Single Race mode. The common thing I hear about Burnout 1 is that the game feels clunky. Compared to its more successful sequels, I kind of see their point, but IMHO it's a much easier game to pick-up-and-play and less clunky compared to the PSone-era NFS games. Even though folks have claimed that this game is apparently one of the toughest in the series, it's really a matter of whether you can adapt to the game's scripted traffic patterns and the 'clunky' handling model. TBH I would totally be on board with a harder difficulty setting, even if it's something as simple as making the traffic patterns completely random - not only would it add a bit of realism, it would also insure that no two races feel quite the same. My biggest criticism of Burnout 1 is the general lack of content, with it being more like a tech demo like the reviewer described. Not only would it be awesome to have a larger variety of tracks to race in, it would also make a world of a difference in replay value if the game allowed you to adjust things, like the time of day, number of laps, number of opponents, etc. It's commonly talked about within the community about how every Burnout game should've gotten a PC port asides from Paradise, but I feel that folks have slept on how much potential modding content Burnout 1 and 2 alone would've had if they were ported to the PC. One of the things I found completely underrated in Burnout 1 was the music design. Whilst there wasn't a huge soundtrack due to the small track variety and it being an obvious homage to Thrill Drive, it added an ingenious level of dramatic tension in a race where if you crash four times (eight times in a marathon race), the game switches to a more serious, urgent-sounding score. Burnout 2 is obviously an even better sequel in virtually every way, although it does make a few stylistic choices that I wished was replicated from the first game.
I didn't notice the scripted traffic patterns when playing the game, but I just looked through my footage, and now it's hard to not see it. I agree with you about the game's clunkiness compared to the PlayStation One Need For Speeds for the most part as I do think the forth Need For Speed is less clunky. As people have found ways to mod PlayStation 2 games I don't think it is completely out of the realm of possibility for a modded Burnout with extra content, and I would definitely play thought the game again if such a mod existed. Burnout 2 is better as Criterion took onboard the feedback from players. That is something modern game developers should do more often.
@@MontegoReviews I gotta admit, that comment I made was definitely a lot to take in. I'm not sure if it is either intentional or a programming oversight, but there's also an interesting detail in the game, where most of the cars have slightly faster non-boost top speeds in manual transmission over automatic. In a way, I like to interpret this as subtly rewarding the player for being able to concentrate on the tachometer and dodging oncoming traffic at the same time. Saloon: AT 131 MPH < MT 137 MPH Saloon GT: AT 135 MPH < MT 142 MPH Muscle: AT 135 MPH < MT 142 MPH
F4MI's Burnout Video - th-cam.com/video/DR4MCZHBUhQ/w-d-xo.htmlsi=FgIYRDjIoSuROhH1
Fastminer07's Burnout Video - th-cam.com/video/fJKwqymOXEE/w-d-xo.htmlsi=Lv0UamDE9kR_Fh1i
I'm never unhappy to see a Montego vid
The beginning of one of my all time favorite racing franchises! I miss these games so much! Great review as always!
Thanks. Burnout is one of those dead game franchises that I occasionally go back to playing as a few of the later games are amazing.
you should definitely try the beta / prototype PS2 build of B1 that i’ve released a year ago
@JimmyNGX I'll definitely check it out! I've always been a fan of trying out beta and pre release versions of games!
there’s also a playlist of 100% walkthrough as well, just in case
The earliest Burnout I'm willing to go with is Burnout 2. Burnout 1 hasn't aged well, but it did lay the ground work of an iconic and sadly forgotten franchise. And I wish someone was able to make a new game like it, because Dangerous Driving fails as a spiritual successor.
Burnout 2 pretty much is the first game with all of it's main issues fixed, so more content and better controls, and I agree with you that Burnout hasn't aged well. I don't think Burnout is a forgotten franchise though. I haven't played Dangerous Driving yet, but it does look like fun, so I might buy it later this week.
The first two Burnout games still has leftover the "Thrill Drive" inspiration, so it's just pure sense of speed and cautious for the traffic, of course without the "Horror" elements from the Thrill Drive itself which is where the whole series take Inspiration until EA took the part
Horror elements were almost put in the third game. A cut sound that only played when the car is crashing in slow motion included a lot of screaming.
@@MontegoReviews it's called impact time, well it's still exist in final game only toned down, luckily Burnout Revenge has enough balls to show what Burnout 3 impact time supposed to be, pointing the horor of car crash
That's it. Impact time.
The thing I noticed the more I played the game is that most, if not all, of the traffic patterns are scripted. Whilst it's not a big deal in the championship mode, it kind of makes the game feel more repetitive if you're playing for fun in Single Race mode. The common thing I hear about Burnout 1 is that the game feels clunky. Compared to its more successful sequels, I kind of see their point, but IMHO it's a much easier game to pick-up-and-play and less clunky compared to the PSone-era NFS games. Even though folks have claimed that this game is apparently one of the toughest in the series, it's really a matter of whether you can adapt to the game's scripted traffic patterns and the 'clunky' handling model. TBH I would totally be on board with a harder difficulty setting, even if it's something as simple as making the traffic patterns completely random - not only would it add a bit of realism, it would also insure that no two races feel quite the same.
My biggest criticism of Burnout 1 is the general lack of content, with it being more like a tech demo like the reviewer described. Not only would it be awesome to have a larger variety of tracks to race in, it would also make a world of a difference in replay value if the game allowed you to adjust things, like the time of day, number of laps, number of opponents, etc. It's commonly talked about within the community about how every Burnout game should've gotten a PC port asides from Paradise, but I feel that folks have slept on how much potential modding content Burnout 1 and 2 alone would've had if they were ported to the PC.
One of the things I found completely underrated in Burnout 1 was the music design. Whilst there wasn't a huge soundtrack due to the small track variety and it being an obvious homage to Thrill Drive, it added an ingenious level of dramatic tension in a race where if you crash four times (eight times in a marathon race), the game switches to a more serious, urgent-sounding score. Burnout 2 is obviously an even better sequel in virtually every way, although it does make a few stylistic choices that I wished was replicated from the first game.
I didn't notice the scripted traffic patterns when playing the game, but I just looked through my footage, and now it's hard to not see it. I agree with you about the game's clunkiness compared to the PlayStation One Need For Speeds for the most part as I do think the forth Need For Speed is less clunky. As people have found ways to mod PlayStation 2 games I don't think it is completely out of the realm of possibility for a modded Burnout with extra content, and I would definitely play thought the game again if such a mod existed. Burnout 2 is better as Criterion took onboard the feedback from players. That is something modern game developers should do more often.
@@MontegoReviews I gotta admit, that comment I made was definitely a lot to take in. I'm not sure if it is either intentional or a programming oversight, but there's also an interesting detail in the game, where most of the cars have slightly faster non-boost top speeds in manual transmission over automatic. In a way, I like to interpret this as subtly rewarding the player for being able to concentrate on the tachometer and dodging oncoming traffic at the same time.
Saloon: AT 131 MPH < MT 137 MPH
Saloon GT: AT 135 MPH < MT 142 MPH
Muscle: AT 135 MPH < MT 142 MPH
I still play Burnout.