Burnout Revenge (Alpha 7 build): Difference between revisions

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(Making some light changes to my wording... Jesus fucking christ, why do I overcomplicate everything I write? Will come back later for more overhaul and start Rev Demo soon.)
 
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== Notable Differences ==
== Notable Differences ==


=== Early Menus ===
=== UI ===
Initially, the menus were far more reminiscent of the Crash Nav from Burnout 3, being an overhead of the world. Selecting a track highlights the state or country containing it, but the rest is the same in comparison to the final menus. It's likely these menus date back to really early in the game's development when it was called '''Rush Hour'''. Within the car select menu, the player selects a color for the vehicle after choosing it likewise to Burnout 2 instead of just choosing a color while moving through them like Burnout 3. This was later reverted.
The region select menu is more reminiscent of Burnout 3's Crash Nav, being an overhead view of the world. Selecting a track highlights the state or provenance containing it, but the rest is identical to the final menus. It's likely these menus were in place since early in Revenge's development, as far back as when the game was known as '''Rush Hour''' .
<gallery widths=200px heights=180px>
File:BRJulyWorldTourMenu.png|thumb|The old World Tour menu, being present since early 2005.
File:BRJulyWTHighlight.png|thumb|The individual state or provenance is highlighted upon selection.
File:BRJulyLoadingScreen.png|thumb|The loading screen is identical to the standalone demo, but there's no controller setup seen on it.
</gallery>
The player can only select a color for a vehicle after choosing it in the car select menu, instead of simply choosing a color while cycling through them like Burnout 3. This was later reverted.


=== Minor UI Differences ===
=== HUD ===
The race HUD in this build differs a bit, with the rating meter being set up differently than the final game, and the end-race rating up animation is much different, instead featuring a sign with an arrow pointing up in place of the final animation.
The race HUD in this build differs a bit. The rating meter is set up differently than the final game, and the end-race rating up animation is much different, featuring a sign with an arrow pointing up in place of the final animation.
<gallery widths=200px heights=180px>
File:BRJulyRankUpArrow.png|thumb|The arrow slides in and disappears into the text, increasing the event rating.
File:BRJulyOldMedal.png|thumb|One of the early versions of the rating meter, as well a beta medal icon.
</gallery>


=== Minor Vehicle Differences ===
=== Minor Vehicle Differences ===
Some vehicles in this build sport some minor differences to their final counterparts including different paint colors, liveries, minor kit changes, engine differences, and different wheels, with only very few vehicles sporting any major differences to the design. Most GT level cars in this build feature hood cuts for blowers or superchargers. A few vehicles dotted around sport placeholders due to models not being present.
Many vehicles in this build feature subtle differences that range from slight kit changes, blowers, exposed superchargers, wheels, colors, or in some cases more heavy differences in select cars. Some vehicles are implemented as placeholders likely due to being incomplete and/or not presentable for press footage.
<gallery widths=200px heights=180px>
File:BRJulyPlaceholderCar.png|thumb|A placeholder is seen here for the Saloon C170 Mid, which is supposed to look tattered and worn.
</gallery>


=== World Tour Differences ===
=== World Tour Differences ===
The world tour in itself sports differences to the retail game, not all of it can be seen due to rank 8 always being locked.
The world tour of the game features some light differences, although a completely scrapped mode called 'Crash Tour' is presented.


=== Painstaking Difficulty ===
=== Difficulty ===
As per usual with prototype builds, the AI here is very aggressive and ruthless. They're much faster, harder to take out, and throw some serious hits at the player.
The AI featured in beta builds of Burnout is typically highly aggressive, and the July build of Revenge being no exception. AI is very fast, and also very aggressive. Unlike most other builds or Burnout games however, they lack most of their customary behaviors. They rarely stop to let the player catch up and will throw the player under the bus at any given opportunity, sometimes physically. The rating meter drains really fast and namely relies on the player frequenting battles with other drivers to keep it settled at the highest rating. In Burning Laps it is likely impossible to obtain the highest rating due to this.


The rating meter drains very fast and requires the player to consistently battle rivals to keep the rank from falling. Due to this, it is likely impossible to obtain the 'Awesome' rating in Burning Lap events.
=== Light Crash Mode Differences ===

While mostly remaining the same as retail, crash mode did have some minor differences to be had. Most notably, upon using the crashbreaker the camera would stay in place to let the player get a better look at the damage from the explosion before returning to following the player vehicle seconds later.
=== Game Mode Differences ===
While mostly the same as retail, crash mode does have some minor differences. Most notably, upon using the crashbreaker, the camera will freeze to give the player a better view of the damage done, before locking back onto your vehicle seconds later.
<gallery widths=200px heights=180px>
File:BRJulyCrashbreakerCam.png|thumb|The camera gives you a good look at the destruction from your crashbreaker.
</gallery>

Traffic Attack is also nearly identical to retail, however once the countdown begins, the player is immediately given control of the car.
<gallery widths=200px heights=180px>
File:BRJulyTrafficAttackStart.png|thumb|Waste no time; The clock is already ticking.
</gallery>

Road Rage similar to the other modes is identical to retail, except upon reaching the takedown target, the event promptly ends, instead of letting you go until your car expires or the timer clocks out. It's unknown if this was an actual feature or only exclusive to this build.


=== Cut Crash Junctions ===
=== Cut Crash Junctions ===
This build features multiple junctions across different maps that were unfortunately gutted for reasons unknown.
This build features multiple junctions across different maps that were unfortunately gutted for reasons unknown.
<pre>Full list to be compiled soon.</pre>
<pre>Full list to be compiled soon.</pre>

==== Beach Bash ====
<youtube width=440 height=320>xENEGG673k4</youtube>

==== Crash of the Titans ====
<youtube width=440 height=320>m_KgsCo-w4s</youtube>


== Known Issues ==
== Known Issues ==

Latest revision as of 03:40, 14 August 2022

Burnout Revenge (Alpha 7)
(no disc image available)
Build Info
Platform: PlayStation 2
Compilation date: July 14th, 2005
Also known as: "0714", "Preview 2"
Released publically: Yes

This is a relatively late pre-release build of Burnout Revenge's PlayStation 2 version, named Alpha 7. It was built on July 14th, 2005 and contains a large amount of differences to Revenge's final version despite being relatively close to retail, such as WIP cutscenes and scrapped events and Crash Junctions.

The build also contains full debug symbols in the .mdebug section of its ELF executable.

Notable Differences

UI

The region select menu is more reminiscent of Burnout 3's Crash Nav, being an overhead view of the world. Selecting a track highlights the state or provenance containing it, but the rest is identical to the final menus. It's likely these menus were in place since early in Revenge's development, as far back as when the game was known as Rush Hour .

The player can only select a color for a vehicle after choosing it in the car select menu, instead of simply choosing a color while cycling through them like Burnout 3. This was later reverted.

HUD

The race HUD in this build differs a bit. The rating meter is set up differently than the final game, and the end-race rating up animation is much different, featuring a sign with an arrow pointing up in place of the final animation.

Minor Vehicle Differences

Many vehicles in this build feature subtle differences that range from slight kit changes, blowers, exposed superchargers, wheels, colors, or in some cases more heavy differences in select cars. Some vehicles are implemented as placeholders likely due to being incomplete and/or not presentable for press footage.

World Tour Differences

The world tour of the game features some light differences, although a completely scrapped mode called 'Crash Tour' is presented.

Difficulty

As per usual with prototype builds, the AI here is very aggressive and ruthless. They're much faster, harder to take out, and throw some serious hits at the player.

The rating meter drains very fast and requires the player to consistently battle rivals to keep the rank from falling. Due to this, it is likely impossible to obtain the 'Awesome' rating in Burning Lap events.

Game Mode Differences

While mostly the same as retail, crash mode does have some minor differences. Most notably, upon using the crashbreaker, the camera will freeze to give the player a better view of the damage done, before locking back onto your vehicle seconds later.

Traffic Attack is also nearly identical to retail, however once the countdown begins, the player is immediately given control of the car.

Road Rage similar to the other modes is identical to retail, except upon reaching the takedown target, the event promptly ends, instead of letting you go until your car expires or the timer clocks out. It's unknown if this was an actual feature or only exclusive to this build.

Cut Crash Junctions

This build features multiple junctions across different maps that were unfortunately gutted for reasons unknown.

Full list to be compiled soon.

Beach Bash

Crash of the Titans

Known Issues

  • Despite the game notifying you that a vehicle was unlocked, you cannot use it. You are only locked to a set of vehicles the game forces you to use.