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Possible references to the Race Crashbreaker, which was not implemented until the sequel, Burnout Revenge, can be found within a large list of strings in the game's code. More evidence for this shakeup is the fact that the file names for the Oval Racer Special and Custom Coupe Ultimate's textures are Compact22 and Compact23, respectively, suggesting that they may originally have been in the Compact series.
Ps2 burnout 3 takedown series#
The Traffic Series was most likely integrated into the Heavyweights series, as hinted by the presence of the City Bus and Delivery Van. The fact that they are included under the heading of "Select Series" implies that they were made selectable at one point during development, though it is unlikely the developers ever intended for them to be selectable in the final game. What is even more interesting, however, is the inclusion of the Traffic series'. The above string was more than likely used in the Takedown Breakdown screen.Īt one point in development, the Heavyweights were split into three separate series', as hinted towards by these strings of text found in the game's files. New Cheat Unlocked mockup NEW CHEAT UNLOCKED! This message would have been displayed when attempting to access the garage in builds where it wasn't present. THE CAR VIEWER IS ONLY IN DEVELOPMENT VERSIONS Two test messages hidden in the executable. These options can be seen in some July prototype builds. Had there been a GameCube port, it would have used this option. Likely used before the final game's method of retrieving the aspect ratio setting from the system's BIOS (or dashboard, in the Xbox's case) was implemented. Included under the text for the Video section of the Settings menu is a toggle for the aspect ratio. Even the E3 build of the game uses different text to any of these versions.Ĭoming September 2004 Coming September 2004Īppears in most demo versions of the game.Īmong the text for the garage is a statistic for the car's handling, called "grip." This appeared in the previous game as "control." Not only is all of this different to the final, they aren't even used in any of the retail demos. Text that would have been displayed at the top of the screen depending on the sub-menu.
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Some of the names of the pickups found in Crash Mode have different names within the game's files. You didn't have to be a racing fan to love Burnout, and our favorite thing about the game was the way it could make converts even of gaming contains a sizable amount of unused text, much of which details features that were cut from the final game. The sound was even more genius, with splintering glass and the sound of a cash register tallying up the millions of dollars of mayhem.īut the best was road rage, where the whole point was to be as much of a jerk on the road as possible, hoarding your boost power-ups for the right moment when you'd accelerate to blistering speeds just to sideswipe the guy next to you (and if you were lucky, you might even get two in one blow).
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There might be better ways to burn off the frustration of the day than racing down a road at blistering speeds while trying to force your opponents off the road and into spectacular crashes, but we doubt that they're legal.Ĭrash mode, where you'd barrel your car into the midst of traffic in order to cause as much monetary damage as possible, proved to be addictive as hell, and we're the first to admit we would stay up late at night zooming into the same intersection over and over, trying to get the x4 multiplier bonus and that extra crashbreaker. While the Burnout series was always about arcade racing fun, Burnout 3 took things to a whole new level with the introduction of crash mode and road rage.