CHUD.com Community › Forums › VIDEO GAMES & RPG › Video Games › Burnout 360 first screens!!!
New Posts  All Forums:Forum Nav:

Burnout 360 first screens!!!

post #1 of 17
Thread Starter 
Don't know how long these shots are gonna stay up, EA is making sites take them down, but here they are and HOLY SHITE!


http://main.insidegamer.nl/screenshots.php?id=3959
post #2 of 17
Bullshot? Pretty nice environments.
post #3 of 17
Looks pretty....I guess....

Thanks a lot, Sony. You've made it fucking impossible to trust good looking game screens without an HUD ever again.
post #4 of 17
Thread Starter 
no bullshots, real graphics but they are probably in replay mode, which makes it look more cinematic i guess but with the next gen stuff, replay modes dont look different than gameplay as far as graphic details, just different camera views. I cant wait to see the crashes.
post #5 of 17
My Dutch is a little hazy, where on the page does it say that it's gameplay footage?
post #6 of 17
Thread Starter 
It doesn't but if you look at the first screenshot, you can tell it is real-time by the street textures, it is similar to NFS: MW. If it was pre-rendered, I'm sure they could clean that up a bit.
post #7 of 17
So, since it's an EA-published 360 game, we can expect mind-blowing graphics along with the absence of Crash Mode, Traffic Attack, Road Rage, and missing cars?

The game does looks good, though. And it does look very much in-game, to me.
post #8 of 17
There are enough jaggies and cookie cutter trees to make me think its in game. Plus, its not nearly over the top like the trailer for that killshot/snapshot/deadlift/deadzone/deadshot/killdead game, or whatever its called.
post #9 of 17
Considering how good Burnout 3 looked on Xbox (one of the best looking games ever), colour me unimpressed. I was expecting a lot more.
post #10 of 17
This was one of the playable demos at E3 this year along with Call of Duty 2 and something else.

It was the frist 360 game I played and wow. Maybe it was because I was picking up the controller for the first time and feeling it and just the overall experience of being able to play a 360 before most people

It looked really great, felt great, and at that stage at least that level looked damn near next-gen-esque in terms of quality.

Unlike the Path of Neo presentation where the player demo kept freezing during gameplay and had to be restarted.
post #11 of 17
Without significant gameplay advancement (unlike the recent Revenge, which I loved but felt was, in the end, hollow and redundant), consider this Burnout fanatic on the fence.

If they don't get out of the "annual EA game with minor enhancements" rut, I don't see myself buying it. But I am prepared to eat those words if they come up with something worthwhile; this could, potentially, be a system-seller for me.

Oh, and the stills sure look in-game to me (aliasing was pointed out, but it just doesn't seem like something the 360 shouldn't be capable of producing).
post #12 of 17
I'm pretty sure it's not a new Burnout game, it's just Burnout: Revenge for the 360.
post #13 of 17
Quote:
Originally Posted by Count Floyd
I'm pretty sure it's not a new Burnout game, it's just Burnout: Revenge for the 360.
See, that would make sense and would assauge my dissapointment.
post #14 of 17
Actually, that's more disappointing.
post #15 of 17
Going by the screens (which show cars and maps already present in Revenge) and EA's 360 track record thus far, it seems extremely likely that it's gonna be a remake of Revenge. But since its coming out next year, maybe it'll have some new stuff, or maybe stuff omitted. Who knows.

EDIT- New info straight from Criterion.

Quote:
IGN: Is the Xbox 360 version of Burnout going to be all new? A port from current gen? Ported from which version? Does the Xbox 360 version have a unique title?

Matt Webster: We're making the Xbox 360 version of Burnout Revenge. We wanted to make this the showcase version of the game, so not only will it give you the visuals that you expect from a 360 game, we've really concentrated on adding new features such as Live Revenge and Save and Share.

IGN: How will the already excellent visuals and sense of speed be improved on the Xbox 360? How are you taking advantage of the X360's three processors and graphics chip?

Matt Webster: We have a host of cool new effects going in to the game. The shader technology that we have to give us scratches and crumples are added to new physical deformation technology. The cars look even better than ever, and when they crash it looks and sounds amazing. For sense of speed, we've also spent considerable engineering effort to get a brand new motion blur effect. With the horsepower that the 360 gives us we can now do a real per-pixel vector motion blur, it makes even the entry-level cars feel faster than ever.

IGN: What will be new in the Xbox 360 version's single player? For instance, new cars? New modes?

Matt Webster: We're introducing 10 new crash junctions for single player. These are real standout moments for Crash mode utilizing all the design elements that we honed when working the current-gen version. Additionally we are bringing a number of unlockable cars into the game, but we'll bring news of that later. Our main area of focus for 360 was to concentrate on new online features that take Revenge further than it's ever been.

IGN: How is the X360 Burnout going to take advantage of the Xbox Live's enhanced functionality? What new online modes and features will it offer?

Matt Webster: Our major concentration was in online. We looked at how online games are played and came to the realization that they were all essentially the same. Join a lobby, play the game, come back the lobby. We wanted to take this much further and that led to the Live Revenge feature.

Gamers come together in the lobby and then we do something brand new. We look at how these players connect with each other in a real sense, and then we highlight these relationships to all players.

In Live Revenge, 6 players come together and the game looks to see who has played whom before. Maybe you've taken me down in a previous game, perhaps I am the highest ranked player, or maybe we haven't played each other before. Whatever the case, when the game starts, we fly the camera around each of the racers in the game, and then every player gets rival relationships specific to them called out.

For example, if you have taken me out in a previous game, it tells me that you are a Revenge Rival, and tells me what the score is between is. Simultaneously the game is telling you that I am coming after you, and that you are ahead in takedowns.

Perhaps I am the player with the highest Rank, the game will show me to everyone, calling me out and giving everyone a focus, a target to takedown. Everyone hates a winner! It's all about long memories and short tempers.

What makes this even cooler is that these relationships are persistent, we track them, we look at how they change, and we communicate that to the player. If I haven't been online for a while and we get into a game together then we'll highlight this fact to both you and I, telling us that there is a vendetta between us, and reminding us of the score. Persistence make this feature really powerful.

It's about building relationships, giving the player a focus and then tracking how these relationships change.

We feel that we are making a real change to how games are played and sustained online. In every game that you play, they'll be something going on, and that's before the real action has even started!

The other new feature that we are really excited about is called Save and Share. Burnout is always an amazing game to watch, we have the best action! We always have these times when you say "Did you SEE that?" With Revenge on 360, you can now SHOW people. Now, when you finish a World Tour event, you will be shown a replay of the action, that's one of the most requested features from our fans.
So what? Well we're giving the player the ability to make a highlight of the action. You hit the record button and save a section of this replay to the HDD or Memory Unit. The real innovation here is that you can select to SHARE the clip. The highlight will be uploaded to your own section of the server where you can share it with other gamers. They'll be able to download and rate your action and we'll keep track of the Top 20 Most Downloaded highlight reels. It's something that we've wanted to do for a long time, and now with the power of 360 we can do it all online.

IGN: Will it run at 60 frames per second, and how long will the load times be?

Matt Webster: It's Burnout and that means it's at 60Hz. For load times, they'll be as short as we can possible make them.

IGN: Can you name some X360 achievements that will be built into the game?

Matt Webster: We haven't finalized the naming just yet, but we have over 30 of them and they will reward gamers of varying skill levels, as well as those playing off and online.

IGN: When is it coming out?

Matt Webster: We'll be on the shelves in March 2006.

IGN: Thanks for your time.


Looks like it'll have some added stuff after all. A few new crash junctions and cars (hopefully nothing more unfair than the Revenge Racer). A more stylized, stat-tracking online features that add to tension rather than gameplay. And replay saves.


Eh... If it had a few more courses and toned-down online takedowns, I'd be more interested. I'm sure the graphics are gonna be astounding, but I'm not willing to buy the same game again (along with a new console) just for better graphics.
post #16 of 17
Thanks for that. And I also don't see it as a justifiable purchase. Maybe if I hadn't exhausted most of what Revenge offered offline.

But those features DO sound awfully cool. Sign me up for the sequel.
post #17 of 17
to be honest...it doesn't really blow me away. Oh well. I'm sure i'll still be checking it out at some point when its out.
New Posts  All Forums:Forum Nav:
  Return Home
  Back to Forum: Video Games
CHUD.com Community › Forums › VIDEO GAMES & RPG › Video Games › Burnout 360 first screens!!!