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Getting the AI to attack you and really put you into a high-speed battle worked pretty well, as did the whole speed rush you get from the game. I can remember it first going in and people wondering what exactly it was. You'll be able to check every vehicle on the road-even the civilians'-in Revenge.ĪW: Aggressive driving, which we added into the Burnout mix, worked really well, better than any of us expected. GS: What do you think worked well? What do you wish you could have done better? As developers, we're always looking forward. By that time, we were all working on new projects, so the previous game instantly becomes "the past"-it becomes history for us. I think the success part of the game only started to sink in to us as a team in November and December.
You know, I can't even remember last September. You just want to say "ignore that and this," and "we've fixed that now," but in reality, very few people notice, so it's best to shut up and let them enjoy the game.īut when it's all done and complete, then it's out of the door. What's tough as a developer is not pointing out to everyone what you know is broken, or what has changed.
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The only place you can play the latest Burnout code is right here at Criterion, and I think that's always in the back of your mind.
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Whatever software you show, at any event anywhere in the world is obviously not the finished 's the latest version. We took time out to attend E3 and I think there was another Electronic Arts event in America that we went to, so we met most of the press guys and knew they were excited. I think we were pretty much getting on with what we had to do. GS: Did you expect such a positive response to the game?ĪW: It's hard to answer that really.
With numerous Game of the Year awards and something like 43 global awards, I think we'd be insane if we weren't pleased-really, really pleased-with what we all achieved last year. It was the most successful game we've put out. Plus, we had so many people freaking out over the game it almost was added pressure to deliver the game and also to deliver the goods. This sounds like a cliché, as all developers say stuff like this.but Burnout 3 was tough. We were very pleased with what we did development-wise.
Gamespot: Were you pleased with the success of Burnout 3?Īlex Ward: Absolutely. How on earth do you go about topping something like that? Anxious to find out how Criterion Studios' UK house of ideas is going to do that, we interrogated Alex Ward, mastermind (or creative director, depending on your preferred moniker), on what to expect from the upcoming game.
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The game offered up jaw-dropping visuals and online play for the PS2 and Xbox that had all the addictive qualities of crack (but next to none of the side effects).
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The recent announcement of Burnout Revenge, with its crazy talk of new modes and an emphasis on revenge, left us wondering what the latest entry in the series would hold.īurnout Revenge will serve up more of the series' trademark furious highway action later this year.īy all rights, developer Criterion Studios will have its work cut out for it in topping the brilliant Burnout 3: Takedown. No matter how good a developer or how rich a premise a game has, there's always going to be a point when what comes next looms over the next installment in a series like a giant Monty Python-esque foot primed to stomp the appeal out of a franchise.
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Please see for more details.One of the challenges faced by all developers who have been blessed or cursed with a long-running franchise is how to keep said franchise fresh and appealing with each successive installment.