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More details on Burnout 5 |
Listed in: PS3 Tags: Alex Ward, Criterion Games, Matt Webster, playstation 3 updates, SIXAXIS
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A lengthy game preview over at 1UP of Criterion Games' upcoming Burnout 5 reveals several amusing points about the game. Yes, we like watching cars hit each other at high velocity. There's just primal sense of satisfaction when you see a car beaten-up, leaking gas, and on fire, and you know you're responsible for the mayhem that is soon to follow. The viscid, flammable game details follow. Enjoy folks.
The engine: While previous Burnouts have been built on the technology established by their predecessors, Burnout 5 goes back to square one. Alex Ward, director of game design for Burnout 5, says that for them, this is a total reset from one generation to another. According to him, for this game to be truly "next-gen" they will have to start again from the ground up. The audience is expecting a leap, and they have to satisfy.
On high-velocity impact and processing power: Matt Webster, the executive producer, explains that due to the processing power of the Cell processor, the development team didn't have to pull back on game audio and game physics when the need for computing the graphics related to crashes arises. They also say that they didn't need to dial down just to keep that sense of speed.
Imagine this: The cars in Burnout Revenge had 12 different parts that could be blown off the car. Burnout 5 will have 80. Fun right?
Cruising: Due to the size of the city maps in the game, the developers estimate that it will take about five or six minutes driving uninterrupted at top speed to get from one side of town to another. Furthermore, the skyline is clearly defined, iconic landmarks are put into place, and they made sure that this open-world game won't feel repetitive.
Oh, and if you're anal about control: These last two tidbits inform about how the SIXAXIS affects gameplay. First, they're planning to make full use of the SIXAXIS' tilt functionality within the game. When in Crash mode: Through controller manipulation, you'll be able to control your car's trajectory and flipping. Of course, there will be other tilt functions, but the team is keeping that under wraps.
Second, because the controller buttons have changed slightly, and the lower shoulder buttons are now trigger-like, the R2 is the accelerator, L2 is the brake, and X is boost. However, the team plans to include the ability to remap the controls if you prefer the old button configuration.
That's that. For a more detailed look, feel free to use our "Read" link below.
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Ahhh and gripshift great time killer!
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