Burnout

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A place for discussing the Criterion Games' Burnout and all related games.

Acclaim Entertainment

Electronic Arts

Three Fields Entertainment

THQ Nordic

When Tides Turn

founded 1 month ago
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Video Description:
They're building differently this time...
Request Access here - https://store.steampowered.com/app/4734020/Wreckreation_2/

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Post Body:

Going live at 11 am UK time today.

This patch includes a new vehicle camera. It's an experiment to increase the sense of speed. Paired with a new radial blur and the removal of the ticker, we think it makes the game feel faster and more exciting. We'd like to know whether it feels better or worse. You can switch back to the legacy camera at any time in the settings.
Events

  • Lapped: start moved out from under the L-Train, traffic rebalanced

  • A River Runs Through It: Fixed the checkpoint order being wrong.

  • City Hitter: Fixed the missing chevron near checkpoint 8.

  • Wreckonings are prioritised when two events unlock at once.

  • Art pass on the Wreckoning display widgets.
    Cars

  • Boot and bonnet no longer open when you aren't crashing as they caused visibility issues.

  • Removed the manual door open/close control as it serves no gameplay purpose.
    Camera

  • Lower the vehicle camera angle, make it less dynamic.

  • New radial blur, motion blur turned down to keep the road crisp while keeping the edge-of-screen speed blur.

  • Added an option in settings to switch back to the legacy camera.
    Traffic

  • Balanced traffic across various roads sizes.

  • Fixed traffic failing to spawn under the freeway and the L-Train.
    AI

  • Fixed AI getting stuck on Been Around The Block.
    Handling & Physics

  • Fixed wheels randomly catching on the road and causing a crash.

  • Fixed the vehicle not crashing when hitting a wall mid-jump.
    City

  • Added chainlink to the smash gates.

  • Shortcut LED signs are now breakable and lowered into your eyeline.

  • Fixed the gravel mound ramps in the construction areas.

  • Fixed landscape poking through the river wall, and widened the seawall on the storm drain exit.

  • Cleared the remaining obstacles in the L-Train, and added flashing lights and gap accessories to the train gaps.

  • Updated billboards and signs in the industrial area.

  • Fixed physics props intersecting along the storm drain borders.

  • Raised the L-Train jump so you can make it in the Kumo without boosting.
    UI & Presentation

  • Removed the ticker from events.

  • Shortcut edges now show up on the map.

  • Fixed the title screen on non-16:9 displays.

  • Tidied up the takedown screen, with animation polish and widget alignment fixes.

  • Audio settings now save with your other settings and apply on startup, fixing the loud intro video. They no longer reset when you clear progression.

  • New loading screens added. Images always fit and crop now rather than stretching, plus further tweaks.

  • Removed spurious "33% / 100% of roads discovered" unlock message.
    Stability

  • Various crash fixes from crash reports.
    Major Known Issues under Investigation

  • Look behind camera is broken on Legacy Camera system.

  • Corruption on map junctions.

  • Occasionally an Aftertouch Takedown resets you too far back/AI too far forward

  • Player car control issues during Takedown camera and buggy post-Takedown camera behaviour

  • Some walls are overly bouncy

  • Mismatch between checkpoint widget and the minimap icons

  • Respawning stationary after hitting the water

  • Resetting where Photo Mode last used in some circumstances (yet to be reproed)

  • Flatbeds shooting forward, traffic collisions generally (see below)

  • Storm Drains still cause some handling issues
    What's Next:

The priority things we're working on are :

Rebalance the Race AI to make it fairer across all difficulty levels  

Increase the amount of in-race Battling  

Stop traffic lurking around corners to reduce unfair crashes when you have no time to react to them  

Make Crash rules and reactions from vehicle impacts consistent and understandable. 

Camera changes for sense of speed looking at General FOV and Boost differentiation  

Rebalance Boost system to reward Aggressive Driving  

Dirty up the Industrial area  

Continue to add more alternate routes and shortcuts in the main city; remove dead areas  

If you don't yet have access, please just bear with us. We are letting people in gradually so as to manage the process.

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Video Description:

We’re developing Wreckreation 2 in public and our playtest has reopened. You can join the waiting list here. https://store.steampowered.com/app/47....

In this dev blog, team member and Handling Director Ben, explains what we’re working on and why.

A few weeks ago, we closed our first playtest while we worked on the feedback we’d received.

Now we’re opening it again. Request access here: This build includes a completely new Industrial area built around narrower roads, alleyways and shortcuts. The AI can now use those shortcuts too.

We’ve also made improvements to handling and car-to-car physics and added a new car: the Mitani Kumo.

The playtest is reopening initially to our Patreon community, but we’ll be opening it up to more players very soon.

If you want to take part, you can request access now on Steam. Check out the link above.

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Hello,

personally i dont have much hope left that we ever get a quality (spiritual) successor to the Burnout series.
But compared to 10 years ago(or even 5) emulation of the Burnout titles on the PS2 emulator PCSX2 got really mature. There are even some QOL patches you can activate inside of the emulator with a few clicks like 16:9 rendering, automatic progressive scan, disabling the motion blur, mph to kph hud and the like if you want. Besides the usual benefits of emulation like rendering in 4K, using whatever controller you want, mapping the axis to a more modern control scheme, etc.

But on top you have the retroachievements integration for almost all of the Burnout titles. Which maybe gives you the needed virtual carrot on the stick to really sink your teeth into one or all of the existing games again. For me atleast it really helped me rekindle my love for the early NFS titles(1-4). tbh i kind of got burned out(lol) on retro racing games when i started to focus on the Burnout titles earlier this year. But winter is coming and i'm starting to feel the need for some quality racing games of the past again.

Some links:

https://emulation.gametechwiki.com/index.php/Main_Page

https://pcsx2.net/

https://retroachievements.org/hub/3037?filter%5Bsubsets%5D=only-games&sort=-playersTotal

Game files... well there maybe is a certain anarchist instance with a megathread on the threadiverse

If you want to play it on your Android device:

https://github.com/Trixarian/NetherSX2-patch

Just be aware that PS2 emulation needs still a pretty powerful CPU/GPU. Qualcomm Snapdragon SOCs preferred. As a reference a now 5 year old flagship SD865 is barely capable to emulate Burnout 3: Takedown. Which doesnt sound to bad. But there are still tons of phones released to this date which arent capable to emulate it. Just to put your expectations in the right spot. Depending on your phone you could even upscale enough that the game looks great on your TV if your phone has a USB-C DP-altmode or it struggles to keep the framerate before it even reaches its thermal limit.

One other great resource and introduction to emulation if your unfamiliar with it is:

https://retrogamecorps.com/

Besides the written guides he also has a YT channel if you are more a visual learner.

Anyway i can only highly recommend playing especially the Burnout titles with an emulator because of the upscaling. I remember how i struggled to even see where i need to go with an 480p output to a CRT TV with the original console back in the day. While i always was a big fan of motionblur in racing games in the past. I have to say i also really enjoy the visual clarity you can achieve with patches which remove those effects.

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But did anyone play 4? I couldn't get into it, everything was a dirty brown colour.

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The Wreckreation team are going behind the scenes to show you how they take a car from concept through to the finished car in game.