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4%% Any tropes that refer to Burnout Paradise and ONLY Paradise go to the VideoGame/BurnoutParadise page.
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8[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Burnout.jpg]]
9[[caption-width-right:350:You just ''had'' to cut me off, didn't you?]]
10
11->''Battle Racing Ignited''
12-->-- {{Tagline}} from ''Revenge'' and ''Dominator'' in some regions
13
14''Burnout'' is a RacingGame series by Creator/CriterionGames with "full contact" rules, set on city streets, and usually densely populated streets at that. The older games had fixed tracks with a start line/finish line and some opposing cars. As the games advanced, so did the "contact" part of the game, starting with Crash mode in the second game, and the addition of Takedowns and Road Rage mode in the third. The game is known for being very "fast", with the screen blurring out at extreme speeds and handling becoming this side of impossible. Also known for its spectacular camera views of cars spinning through the sky or crunching under trucks, which is [[WebAnimation/ZeroPunctuation totally fucking sweet]].
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16* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VideoGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes, which were quite detailed for the time and acted as an abject penalty for poor racing. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, which is done through dangerous driving techniques such as driving into oncoming traffic and drifting. Released on Platform/PlayStation2, Platform/XBox, and [[Platform/NintendoGameCube GameCube]], and published by Acclaim Entertainment.
17* '''''Burnout 2: Point of Impact'' (2002):''' The second game in the series. This game introduced Crash mode, a [[ExactlyWhatItSaysOnTheTin self-explanatory]] mode where the entire objective can be seen from the initial camera: a) you, b) a short stretch of road, possibly with jumps, and c) a crowded intersection, usually with a tanker truck passing along for additional fun. Simply run in and cause as much damage as possible. Changes to the racing gameplay included a larger emphasis on boosting through the introduction of Burnout boost chains (that is refilling your boost meter while boosting to keep the boost unbroken through multiple bars; this was possible in the original game but it wasn't acknowledged until ''2'') and instituting the requirement that boost be spent all at once (letting go of the boost button caused you to lose your boost until the bar was refilled). A new "Pursuit" mode was added that allowed you to use a cop car to chase down a fleeing rival vehicle and stop them before they reached the maximum distance (a precursor to ''3''[='s=] Takedown gameplay). The locale featured a single "map" with tracks in geographic relation to one another, with some tracks being a combination of several smaller tracks, or even a single point-to-point route. Released on the same systems as the original.
18* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups). A modified boosting system was introduced in ''3'' that used an incremental meter that allowed boosting at any time so long as the meter was partially filled (this also removed the Burnout mechanic present in the previous two games), which could be extended through Takedowns up to four times its original length. It also featured a similar map system to ''2'', only this time with three maps across the USA, Europe and Far East as part of the World Tour mode hosted by DJ Stryker on Crash FM. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series. Released on [=PlayStation=] 2 and Xbox ([=GameCube=] owners weren't so lucky this time around due to its lack of online capabilities).
19* '''''Burnout Legends'' (2005):''' A game released for the Platform/PlayStationPortable and the Platform/NintendoDS. Released on the same day as ''Revenge'', it's effectively a Best Of collection, being 80% a direct port of ''Takedown'' and 20% an adaptation of certain tracks and cars from ''Burnout'' and ''Point of Impact''. The game also introduced Collector Cars: the name of your Profile when you create it determines an algorithm that unlocks one of five Collector Cars in each class in World Tour mode, [[GottaCatchEmAll meaning you have to race and win against human opponents to get them all]]. Also revived ''Point of Impact''[='s=] Pursuit mode. Due to heavily differing specs, the DS version is very different from the PSP game and is widely agreed to be a far inferior game.
20* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through small, same-way traffic and send it flying at rival racers and other vehicles. Instead of a World Tour, the game had you progress through ranks by earning Rating Stars for your racing (Single Event mode was also removed). The game also kept track of Revenge Rivals who took you down either during a single offline event or for all-time in an online event, hence the name. Also introduced was Traffic Attack mode, where you must use traffic checking to cause as much damage as possible, and Crashbreaker event variants let you use it in non-Crash events. Tracks are also much wider and have many more ramps than before to take advantage of the new Vertical Takedown. Course design also includes shortcuts and alternate routes in more varied ways than previous installments. Crash Mode meanwhile removes the tokens from 3, but this time your car has a Crashbreaker meter that fills with each car that crashes (and it can fill multiple times), as well as a Target Car to nail worth a serious amount of cash. For the [=PS2=] and Xbox versions Crash Mode also includes a new golf swing-style meter that lets you set your speed and power before the approach (this was removed in the Xbox 360 version). This is the last game in the series for the original Platform/{{Xbox}}, but...
21** '''''Burnout Revenge'' [Xbox 360] (2006)''': The UpdatedRerelease of ''Burnout Revenge'' released a few months after the original with several extra features, and is the first ''Burnout'' game on Platform/Xbox360. The menus were given various visual tweaks and the maps for each track removed, while the visuals were given a visual upgrade to 720p HD with better textures, blooming effects and crash particles. Probably the most trademark of these upgrades was the paint being able to scrape off the body of the car. The game also featured online tracking of Revenge Rivals (racers who took you down), as well as a Clips system that saw the one-time return of the replay feature that could now be shared online. It also included ten bonus Crash junctions and removed the [[ScrappyMechanic Boost Launch]] system from the original. This is also the first ''Burnout'' game to feature DLC in the form of sponsor cars. This version of ''Revenge'' was made backwards compatible with the Platform/XboxOne in May 2018.
22* '''''Burnout Dominator'' (2007):''' Released for Platform/PlayStation2 and Platform/PlayStationPortable, this game was meant to tide fans over before the release of the series' next-gen debut. It returned to the series' roots by bringing back Burnouts (which had disappeared starting with the third game), and improved them by having a dedicated meter showing you how close you were to earning another Burnout, as well as dropping traffic checking. There is less verticality this time around and tracks are not as wide as in ''Revenge'', but the Signature Takedown feature from ''Takedown'' and ''Revenge'' was reworked into Signature Shortcuts, yellow barriers in the track that would be knocked down by forcing a rival to crash into it. It's main new game mode is Maniac, which is a precursor to Stunt Mode where players would earn points through dangerous driving that is multiplied by your Burnout count. While the Crash Mode was gone, the Crashbreaker is now featured in every single event in the game. ''Dominator'', alongside ''Legends'', is the only game in the series that was not developed by Criterion, as they were busy working on...[[index]]
23* '''''VideoGame/BurnoutParadise'' (2008):''' The first ''Burnout'' game to come out on Platform/PlayStation3 and Platform/MicrosoftWindows, along with the Xbox 360. This game completely overhauled the series, putting it in a WideOpenSandbox called Paradise City. Crash mode was replaced with Showtime mode, which allowed players to instantly turn any road into a crash junction in what almost feels like ''VideoGame/KatamariDamacy'' with explosions. Takedowns and Road Rage mode returned, but traffic checking could only be done by the heaviest vehicles, and Aftertouch Takedowns were sadly removed. New for the series were Stunt Runs, where players had to rack up points pulling off stunts (essentially a skateboarding game with a car), and Marked Man mode, where you have to get to a destination while being hounded by supercharged armored cars trying to wreck you.[[/index]]
24** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for Xbox One, Platform/PlayStation4, and Windows with 4K/60FPS support on Xbox One X and [=PS4=] Pro (native 1080p on older Xbox One and [=PS4=] models) and all DLC included (except the Time Savers Pack). While a few textures were replaced and a song or two removed for licensing reasons, this is considered to be the definitive edition of ''Burnout Paradise'', especially for PC players who can ''finally'' enjoy the Cops and Robbers mode and (officially and in full) [[BeachEpisode Big Surf Island]].[[note]]A mod for the original Windows version of ''Paradise'' added the cop cars of the Cops and Robbers mode and the map and cars of Big Surf Island, but with several limitations.[[/note]] In particular, improvements to online gaming in the intervening decade means that online co-op challenges are much more feasible to complete. A Platform/NintendoSwitch port was released in June 2020, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.[[index]]
25* '''''VideoGame/BurnoutCRASH'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox Live. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.[[/index]]
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27----
28!!Tropes used in the ''Burnout'' series:
29
30* AggressivePlayIncentive: Starting with ''3: Takedown'', the game encourages you to crash into opponents cars in any way you want to increase your boost gauge, which allows you to boost, and there are also certain cars in ''3: Takedown'', ''Revenge'', and ''Paradise'' that encourage you to take down rival cars to extend your boost gauge up to 4 times, allowing you to boost longer.
31* AntiFrustrationFeature:
32** Amazingly [[NintendoHard for what it is]], the original ''Burnout'' had one: crashing would often respawn you further up the track from when you crashed.
33*** Ironically, the traffic density itself is also this; assuring that your opponents are just as likely to wreck as you are.
34*** The unlockable Survival Mode is completely optional, allowing the player to skip it. It doesn't feature any sort of reward for surviving all of the tracks other than [[BraggingRightsReward Bragging Rights Reward]].
35** Difficulty is determined by the starting position of the AI drivers, meaning that the AI driver that starts in last place will be the Easy/worst driver of the race, while the AI driver that starts in first place will be the Hard/best driver of the race, meaning that, while it's a good idea to be driving a good car in the first place, you could end up with the AI driver that started the race in first place driving a crappy car, meaning that even the AI will struggle to stay in 1st Place, if not end up crashing alarmingly often, sometimes end up crashing in front of the Player, while the driver that started in last place to end up driving the best car in that class or range but end up dead last anyway due to being prone to crashing all the time. This feature can be found in the first game and onwards.
36** Traffic is determined by position and distance in relation to the Player and Opponents, this means that the Player that is in 6th Place/Last Place will have less traffic to deal with, decreasing even more if said Player is behind by several seconds, while the Player or the AI that is in 1st Place will have much more traffic to deal with, with traffic increasing even more if the Player or AI is leading the race by several seconds. This ensures that exceptionally good Player(s) or AI(s) will end up crashing sooner or later to allow the lesser skilled Player(s) to catch up, while the Player(s) that are lower skilled will be able to catch up by dealing with lesser traffic, thus fewer dangers ahead. This feature was incorporated starting from the very first game in the franchise.
37** "Burning Laps"; which focus on [[RaceAgainstTheClock finishing a lap as quickly as possible]], often have reduced traffic and accelerated boost gain. Said traffic also always follows the exact same pattern if you restart, so patient players can win gold through trial-and-error.
38** Starting from ''3: Takedown'', players who aren't very proficient in combat but are very good drivers will have the option to intimidate AI opponents by staying close to them by tailgating them, causing the AI opponent to panic and end up crashing or causing an accident involving multiple opponents. This is known as a Psyche Out Takedown. (Interesingly, a couple of other racing games that are from other companies and franchises entirely that don't have combat mechanics have a similiar feature, for example, most Creator/{{Codemasters}} racing games, including ''[[VideoGame/{{GRID}} Race Driver GRID]]'', feature this as the AI opponents will panic and end up causing an accident involving multiple opponents or simply taking themselves out of the race if the player tailgates them long enough)
39** In ''Burnout Revenge'', activating Aftertouch would point the camera backwards down the track, allowing the player to see if there are any oncoming racers. This is because in the game before it, ''3'', the camera would just be the normal crash cinematic camera, which often made it next to impossible to tell if any racers were coming to aim for, let along judge the depth needed reach them.
40** Also in ''Revenge'', checked traffic tend to gravitate towards other racers, as otherwise actually getting a takedown by that method would require an absurd level of precision.
41** The AI is also happy to subtly help you get a takedown against them. If you shunt them close to a wall then they may choose to drive into it, most noticeable if you are approaching an obstacle in the middle of the track such as a column.
42** If you are approaching an obstacle during a takedown cutscene, the AI that briefly takes control of your car will prioritise moving out of the way. The game also gives you temporary invulnerability during and shortly after the cutscene, so even if you do hit something you can shrug it off.
43** Traffic will never appear in blind spots around corners, so you won't crash into a car you had no way of knowing was present.
44* ArtifactTitle: The "Burnout" gameplay mechanic isn't available in ''Takedown'', ''Revenge'', and ''Legends'' due to a modified boost system. Gets "de-artifacted" with ''Dominator'' and ''Paradise'', then re-artifacted in ''CRASH!''.
45** In a more generic sense, you couldn't do burnouts in ''Burnout''. They were added in ''Point of Impact'' (tap the brake button at the start of the race then hold the throttle to spin your wheels; hitting the throttle again when the countdown is complete and you get a boost start). ''Takedown'', ''Revenge'', and ''Legends'' have rolling starts so you can't do burnouts at the start of races but you can do them in Crash Mode (''Takedown'' and ''Legends'' give the same boost start but ''Revenge'' has a different gameplay mechanic for Crash Mode; your car’s wheels still spin at the line, though). ''Dominator'' does away with Crash Mode so the only starts are rolling, meaning no burnouts period. ''Paradise'' lets you do them just by holding both triggers at the same time (which is also how you start events at stoplights).
46* ArtificialBrilliance: At least in ''Takedown'', opponents will almost never crash unless provoked by other racers.
47* AwesomeButImpractical: Boosting in the first game. Unless you're on a long straight, the extra speed makes even the Supermini a slippery beast in the turns. It's often safer to not use Boost at all for most of the race, not even getting into trying to get a Burnout chain going. The one upshot is that, unlike every other game with Burnouts in it, you're not punished for disengaging the Boost by having to fill the meter up again (although you don't get the boost bonus for completing a Burnout).
48* BackgroundMusicOverride:
49** In ''Burnout 1'', if the player crashes more than four times in a given race, the normal BGM is replaced by a far more dramatic-sounding "tragic" counterpart tune, sounding more akin to an action film soundtrack.
50** In ''CRASH!'', most Features you've activated play their licensed [[NostalgiaFilter classic pop]] song. (e.g. '"It's Raining Men" by The Weather Girls for Thunderstorm; "Dr. Beat" by Gloria Estefan when the Ambulance appears, etc.)
51* BonusFeatureFailure: The Tuned Super in ''Legends'' PSP can't be used to complete any World Tour races because you won't even unlock it until after you've earned your final gold medal (it requires 75 gold medals in racing events to unlock and there are 75 race events in the whole World Tour). The US and World Circuit Racers will unlock before unlocking the Tuned Super, which makes it feel like a missed opportunity (it also means that, despite having technically different unlocking conditions, the Gangster Boss actually is unlocked at the same time since Legend GP events necessitate getting Gold across an entire vehicle series and the Gangster Boss requires a Gold in every Legend GP).
52* BoringButPractical: Thanks to slippery handling, high traffic density and easy crashes of the original game, many of the faster, more sporty cars are impractical to use. Ironically the slower speed and grippier handling of the starting Supermini makes it a very solid choice for nearly every race.
53* BootstrappedTheme: The theme tune from ''Burnout 2'' would eventually come to represent the series as a whole. It gets reused as-is in the title screen of the 360 version of ''Revenge'' and then an extended version (that mixed the main melody with the surf rock version from the "Ocean Sprint" course in ''2'') was used as the main theme of ''Dominator''. The main theme for ''Burnout Paradise'' (before it got replaced with the RealSongThemeTune "Paradise City" by Guns 'n Roses) was a new theme that kept the same main riff while the ''Dominator'' theme was also included in the soundtrack (now called "Burnout 2002 Reprise"; snippets of the ''Paradise'' theme also appear in ''Dominator'' during the prerendered cutscenes).
54* BulletTime: Starting with ''Burnout 3: Takedown'', the player can activate Crash Aftertouch to steer their wreck after crashing. In Single Player, this activates the slow-motion Impact Time. The [=PS2=] and PSP titles are also the only ones to use Bullet Time for when you Takedown an opponent.
55* ButtonMashing: The Crashbreaker in ''Revenge''[='s=] Crash Mode needs to be primed when it's ready to be used. Once the Crashbreaker meter is full you have to start rapidly tapping the boost button to refill the meter to maximum before the car detonates on its own. The more full the meter is the larger the explosion. Expect to have a tired wrist if you want the biggest booms.
56* CanonImmigrant: An odd case- ''CRASH!'' utilized the Autolog system Criterion had used in the ''Need for Speed'' titles they developed.
57* CarFu: The third game introduced the "Takedown" mechanic, which consists of ramming a rival racer so that they crash into a barrier, building, or other obstacle. ''Revenge'' introduced Traffic Checking, which allows you to ram aside civilian drivers as long as they're going the same way as you. You can even nail a rival racer with a civilian car if you're lucky enough.
58* CompetitiveBalance: All ''CRASH!'' car stats are indeed 100% Yin-Yang. Little cars have weak explosions but moves faster, while oversized have giant explosion radius but are sluggish.
59* ContinuityNod:
60** All the place names in ''Burnout Paradise'' are taken from earlier games in the series, right up to the original!
61** ''CRASH!'' did the same with some of the roads, including one for Criterion's ''VideoGame/NeedForSpeed: Hot Pursuit''.
62* TheComputerIsACheatingBastard:
63** The AI rivaling cars love to smash into big rigs and the like while ''completely scratch free'', while you still have to maneuver your way carefully. See LuckBasedMission below.
64** In ''Burnout'' and ''Point of Impact'', the other racers are not under the same Checkpoint time restriction as you are.
65** In ''Takedown'', during a Face-Off event, if your rival passes you, it will rubber-band ''away'' from you and make it practically impossible to catch. This is made even worse when there's more than just one rival and they all are fighting for first while you're sitting back here trying to get back to '''''fifth'''''.
66---> ''You are 15 seconds behind!''
67** Also in ''Takedown'': [[https://www.twitch.tv/mopsisr/clip/CallousAgitatedOtterYouDontSay It's entirely possible]] for AI racers to ''teleport from the sky'' and crash into you.
68** In ''Legends'', your car is the only car able to crash at seemingly low speeds, while every rival can blast (and even ''teleport'') through the biggest traffic jams and still go on as if they had hit nothing.
69* CoolCar:
70** It goes without saying that a game like this would have tons of Cool Cars -- unlicensed cars, mind you, but still cool nevertheless.
71** ''Paradise'' DLC adds a [[Franchise/BackToTheFuture levitating DeLorean]] knock-off, and other cars based on movies.
72* CoversAlwaysLie:
73** The cover for the original game depicts a Corvette-looking red car driving between a sedan and a big rig. Not only is that car not in the game, but the amount of rubbing shown in the cover would result in a crash if attempted in the game itself (not to mention, vehicles typically swerve away from the player when you speed at them).
74** ''Point of Impact'' shows the Custom Coupe Ultimate causing the Japanese Muscle to crash much like a Takedown. These wouldn't appear until the next game.
75** ''Legends'' shows the Super DX from ''3'' (which like other DX cars was cut from ''Legends'') in a livery it didn't have taking down the Coupe Type 3. Unless playing in multiplayer, this is impossible as the other vehicles will always be in the same class of car that you chose.
76** ''Paradise'' depicts a rather artful depiction of a car that isn't like any one car available in the game. This would be remedied in ''Remastered'' by showing the car it most resembled, the Rossolini Tempesta.
77* DarkerAndEdgier / BloodierAndGorier: ''Burnout Revenge''. The levels are much more "industrial" and dirty, with more dark colors compared to ''Burnout 3'', and the soundtrack is much harder and raw compared to the rest of the series, in addition to the tracks being more combat oriented and the introduction of Traffic Checking. ''Burnout Dominator'' would retain some of this, but the colour palette is arguably the most saturated in that game compared to all the others.
78** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the ''VideoGame/ThrillDrive'' franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.
79* DeathFromAbove:
80** One of the most difficult, but arguably most epic ways to take down your opponents is by jumping off a ramp and landing on top of your opponent, dubbed the Vertical Takedown.
81** Airplane, Asteroid, and UFO in ''CRASH!''
82* DenserAndWackier:
83** ''Revenge'' manages to combine this with DarkerAndEdgier from above. In addition to the fire-bathed, oil-soaked aesthetic and soundtrack, the game introduces the rather ludicrous idea of Traffic Checking that shunts same-way traffic forward like pinballs, as well as being able to blow up your car in mid-race and ''multiple times'' in Crash junctions.
84** To a certain extent, ''CRASH!'', with it's more surreal and cartoony inclusions to the gameplay.
85* DevelopersForesight: The sides of tracks will often have some pockets, alcoves, or barely visible protrusions to punish players who continually hug walls for "safety".
86* DifficultButAwesome: Any car that is put in the Super class is likely to be this, and nearly every car in the Special class is ''definitely'' this. The difficulty comes from the sheer speed of these vehicles, but if you can handle it, you get truly awesome speeds and get to feel like a badass.
87* DisasterMovie: Most of the Super Features in ''CRASH!'' are likely based on one of these.
88* DownloadableContent: The Xbox 360 version of ''Revenge'' includes some downloadable skin variants of certain cars, usually sponsored (like an Xbox 360 or Plantronics-themed Revenge Racer). The PSP version of ''Dominator'' offered two downloadable circuits (Carnival Point, set in Brazil, and Red Gate, set in Russia) which had to be obtained from the ''Burnout'' website and added directly to the Memory Stick (these courses were also originally going to be in the [=PS2=] version but were cut for some unspecified reason). ''Paradise'' has several DLC packs including an expansion called "Big Surf Island".
89* DrivesLikeCrazy: {{Invoked|Trope}}; the whole point of the series is to drive like a goddamn maniac.
90** '''Heavily''' invoked on Crash Mode: Once the player's car reaches the designated zone and hits something, the other drivers apparently set their cars to '''''lose your fucking mind mode''''' and smash the gas pedal to help facilitate bigger and more violent pileus.
91%%* DumbassDJ: Stryker in the third game, and arguably Atomika in ''Paradise''.
92* EarlyInstallmentWeirdness:
93** ''Burnout 1'' oh-so-much. There's no Takedowns (that came in ''3''), races operate on a timed Checkpoint system (went away in ''3''), you have to fill the boost meter completely before you can use it, there's no licensed music (again, ''3''), there's a slim selection of vehicles, and there's no Crash Mode whatsover. On a positive note, this is the only game featuring Burnouts where you ''aren't'' punished for disengaging the Boost by having to fill it up again.
94** ''Burnout 2'' isn't even able to escape this: the high production values and licensed soundtracks didn't show up until ''3'' when Criterion were snapped up by EA. Crash mode is also much trickier as you cannot use Crashbreakers and Aftertouch to move your car to a different part of the intersection after the initial crash, nor pick up tokens. And while they are more lenient, it also still has the timed Checkpoint system from the original.
95** A rather unique instance appears in ''Legends'' on [=PSP=] and DS: many of the tracks from ''Burnout'' and ''Point of Impact'' simply aren't designed for the revolution brought about by ''Takedown'' and can be incredibly wide, incredibly thin, and/or feature obstacles on the sides that aren't present in most ''Takedown'' tracks (such as intersection safety walls not blocking off the corners). This can make it very hard to score Takedowns and make it quite easy to crash out yourself.
96* EveryCarIsAPinto: In Crash mode, to facilitate gameplay (exploded cars even act as a score multiplier in ''Revenge''). The ambulance is [[http://penny-arcade.com/comic/2011/09/30 especially delicate]].
97* EverythingTryingToKillYou: Marked Man and Road Rage events.
98* ExactlyWhatItSaysOnTheTin: Crash mode. You deliberately have to crash your car in a dense traffic.
99* {{Expy}}: A great range of the cars on offer in every single game either modify elements of an exiting real-world car or combine those of several, whilst still maintaining the general appearance. This is because, as Alex Ward said at E3 2004, real car makers won't license their cars because they don't want to see them get violently dismembered. For example, the Custom Coupe Ultimate is based off of a Honda Civic, the Roadster looks like a Lotus Elise, the Carson GT looks like the 2007 Camaro, the Oval Racer Special looks like a typical UsefulNotes/{{NASCAR}} vehicle of the mid-2000s, and ''Dominator's'' Super Prototype looks like a Bugatti Veyron.
100* ExplosionPropulsion: In the Crash modes of ''Takedown'' and ''Revenge'', as well as the races of the latter and ''Dominator''. Not only are Crashbreakers useful for causing massive destruction, they frequently launch the car into the air, allowing you to use Aftertouch to move your car to a new area. Many Gold medals in ''Revenge'' Crash juctions can only be achieved by moving to a new part of the junctions, for example blowing your car off an overpass onto the freeway below.
101* {{Fauxrrari}}: All of the vehicles in the series use fictional marque and model names. In some cases, the resemblance to a certain real-life car is readily apparent, while other models blend elements from different real-life vehicles.
102* FlawlessVictory: What's practically required for some Burning Laps. In particular, the Coastal Dream and Tropical Drive Burning Laps in ''Takedown'' have Gold medal times so stringent that you absolutely ''cannot'' crash or else you won't make it in time.
103* ForcedTutorial: Point of Impact requires completing "Offensive Driving 101" before starting the championship or a multiplayer game. This also applies if you create a new profile.
104* FragileSpeedster: Speed-style cars. In particular, every game since ''Takedown'' has included open-wheel, Formula 1-style race cars as part of the vehicle lineup. Heaven help you if you touch anything when driving these while boosting. Including the walls.
105* GlassCannon: If you're driving an open-wheel car like an F1 or Indy car, expect it to perform like this. They'll crash incredibly easily (even on curbs!) and won't last long if chosen for Road Rage or Marked Man events, but if you can avoid doing that, literally nothing else can catch you.
106* HaveANiceDeath: Whenever you crash, you're treated to a clip of your car spiraling gracefully through the air, shedding metal shards everywhere, frequently in slow motion. In ''Burnout 1'' and the 360 version of ''Revenge'', you can even save these for posterity!
107* HollywoodAtlas: ''Burnout 3'' condenses its three continents into a collection of areas that would be hundreds of miles away from each other in reality, giving this effect:
108** The United States is split between Silver Lake, which seems to take from mountainous regions in the mid-west or Great Lakes, Waterfront, a west coast-inspired city shoreline seemingly inspired by San Diego, and Downtown, which feels very Chicago.
109** Europe has Winter City, based on Swiss or Austrian cities, Alpine, which is based on cross-Alps highways but which seems to take the most inspiration from Upper Germany, Riviera, based on the French Riviera, and Vineyard, which takes from the coastal regions of north west Italy.
110** Asia gets Dockside, which appears to be based on Hong Kong, Golden City, which appears to be a Thai city, and Island Paradise, which seems to be a cross between Thailand and Vietnam.
111* LuckBasedMission:
112** The heavy traffic can appear almost anywhere, and there's sometimes not enough time to react before your car and the traffic vehicle collide. While the later games slide away from this by reducing traffic, the original has realistic amounts of traffic that can be all but impossible to avoid if you're in the wrong place. This issue, fortunately, is trivial in ''Revenge'' thanks to Traffic Checking, as well as in ''Paradise'' where one can just find a different path around said traffic, or use a vehicle with a high-enough Strength rating to check said traffic.
113** This is made even worse when you realize TheComputerIsACheatingBastard, particularly in that they do not have to adhere to the Checkpoint timers.
114* MadeOfPlasticine: Played with somewhat realistically, Going over 150 down a busy street with more often than not, result in your car crumpling like a tin can, as you get faster cars, you are trading durability for speed. The original game made it very easy to crash out but later installments were more forgiving as the series shifted towards a focus on boosting and later car-to-car combat.
115* MarathonLevel: The tracks that take place over multiple combined tracks can veer into this, but it can also be [[InvokedTrope invoked]] by the player by taking a slow car onto a track designed for faster ones. Two examples in particular stand out:
116** The original ''Burnout'' has this on every track due to the careful driving required and always having to do three laps. Gets taken up to eleven with the US Marathon track: it's a combination of the three US tracks that is so long a single lap takes up to ''six minutes''. And you ''still'' have to do three whole laps of it!
117** In ''Takedown'', the Tropical Drive track. While it's only a combination of two tracks, they are so far apart that the roads connecting the two practically count as a track and a half all on their own! One event in particular has you do two laps, which will still mean it will take about eight minutes to complete the race.
118* MeaningfulName: Every subtitled entry in the series:
119** ''Point of Impact'': so-named for the Crash Mode, where success is often determined by where and when you crash into the intersection.
120** ''Takedown'': for the Takedown mechanic where you can wreck opponents for boost.
121*** Within the game itself, each class of car (except Special and Heavyweight) has a car carrying the prefix "Assassin". These cars can get takedowns more easily than other cars, hence their name.
122** ''Legends'': the game features several classic "legend" tracks from the first and second games, and returning cars from those titles are all named "[X] Legend".
123** ''Revenge'': for the Revenge mechanic, which while present in ''3'' is greatly emphasized here. In particular, the game will keep track of your Revenge Rivals online. It also lets you get revenge on previously deadly same-side traffic.
124** ''Dominator'': each car class now has a Dominator car. While these were in ''3'', in this game they are unique vehicles, and pool together to form the Dominator car class.
125** ''Paradise'': named both for the setting, Paradise City, and for the setting itself being a haven for racers with miles upon miles of open roads and events, both online and off.
126** ''CRASH!'': the game is focused entirely on the Crash mode, which is now more puzzle-oriented than ever.
127* MultiPlatform:
128** ''Burnout'' and ''Point of Impact'' were released on [=PS2=], Xbox, and [=GameCube=] while ''Takedown'' only saw release on the former two without a [=GameCube=] release (caused in large part by its basically non-existent online functionality, which was viewed as critical to the experience, and Nintendo didn't seriously implement online functionality into their next-generation consoles -- the DS in 2005 and the Wii in 2006).
129** ''Revenge'' released on [=PS2=] and Xbox then later saw an UpdatedRerelease on Xbox 360.
130** ''Legends'' was released on Platform/PlayStationPortable and Platform/NintendoDS (these are very different from each other, though), while ''Dominator'' was available for [=PS2=] and [=PSP=].
131** ''Paradise'' came out on [=PS3=], Xbox 360, and later PC (as ''The Ultimate Box''), with its remaster coming out on [=PS4=], PC, Xbox One, and later Nintendo Switch.
132* MyRulesAreNotYourRules: As explained earlier, the opponent racers in ''Burnout 1'' and ''2'' do not have to follow the same Checkpoint timers as you do.
133* NintendoHard: The original ''Burnout''. Unlike later games, crashing is a SEVERE penalty as not only do you lose a lot of ground and respawn practically at a standing start, but you have to make it through Checkpoints before the clock runs out (something which your opponents aren't obliged to do), with times much more stringent than in the second game. On top of that, Championships have a credit limit that locks you to three retrys for the ''entire event''. Boosting is also not as useful because you have a high likelihood of crashing, which often loses you so much time it's better to just ''not Boost at all''. Winning is often a matter of driving carefully rather than dangerously!
134** ''Dominator'' is by the far one of the most hardest games in the entire franchise. The harder thing it comes to Maniac events in where you must hold the boost while supercharged and chain multipliers by doing reckless skills like drifting, jumping, near misses and driving in the wrong side of the road which the latter is extremely dangerous and risky. Later ones can be hair-pullingly frustrating as because you must chain multipliers while boosting for all time and doing a perfect run without a single crash to get the gold while dealing the insanely congested traffic and the fast speed of your car that can easily make a crash and restart dozens of times.
135* NitroBoost: You earn this for dangerous driving (drifting, passing close by traffic, driving on the wrong side of the road, etc). However, it operates slightly differently every few games:
136** In ''Burnout 1'' and ''Point of Impact'', Boost can only be used once the meter has been filled. After this, you can use it at any time until it's either empty or you crash. If you can drive well enough to drain your entire boost meter without crashing, you get a "[[TitleDrop Burnout]]" and earn back a substantial amount of boost. It's even possible to refill an entire meter while it's draining, allowing you to continue boosting (in the original game this wasn't tracked but in ''2'' you can do a "Burnout Boost Chain" by continuing to stack these over and over). The original game also allowed you conserve boost if you let off the boost button so long as you had it (the second game only lets you boost from a full bar and letting off the button disables boost until it's refilled again, encouraging you to go for Boost Chains).
137** In ''Takedown'', ''Legends'' and ''Revenge'', Boost can be used at any time, and the Burnout mechanic is gone. In its place, the meter can now be extended by up to 4x its original length by scoring Takedowns. You lose a chunk when you crash (unless you can perform an [[TakingYouWithMe Aftertouch]] Takedown). Getting a Takedown also fills the boost bar. In ''Revenge'' your boost meter is also used to power your Crashbreaker during race events -- the more boost you've got the more powerful your Crashbreaker becomes. You can even use an Aftertouch Takedown to refill/enlarge your boost meter ''then'' trigger the Crashbreaker, getting even more yield than if you just let it fly as soon as you crashed. However if you fail to take anyone down with the Crashbreaker you'll reset to the track with an empty boost meter.
138** ''Dominator'' returns to the system from the first two games, with two important additions. First, you can use the Boost at any time, however you can only activate Burnout Chains if you fill the meter and turn the Boost blue. Secondly, the chevrons underneath the boost meter show how far you are to earning a Burnout. As in the previous games however, scoring a Takedown can either fill the bar instantly to Blue Boost or, if the player already has that, instantly qualify for another Burnout. Like ''Revenge'' the boost meter also enhances the Crashbreaker when you wreck and want to take out nearby racers (with the same threat of emptying your whole meter if you can't take anyone down with it).
139** ''Paradise'' combines the previous iterations of the boost meter and adds its own style to the mix:
140*** Stunt Boost has a fixed length and can be used at any time. It gets Boost through stunts like air time and barrel rolls.
141*** Speed Boost works just like in 1 and 2 (requires a full meter and continuous boosting is accomplished by refilling the meter as it's draining via driving skills like drift or near missing), with the Takedown perks of ''Dominator''.
142*** Aggression Boost operates in the style of ''3'' and ''Revenge'', with no need to max out the meter to boost, and can be extend its bar via Takedowns (and smashing billboards, in lieu of rival vehicles), but are tricky to use as they get Boost mainly by slamming opponents around and by destroying the scenery. Unlike the games it draws from the boost meter will only extend to 3x its length in ''Paradise''.
143*** Switch Boost is only available to the Montgomery Hawker Mech: it can change its Boost type between the above three on the fly, which also adjusts its handling characteristics.
144*** Locked Boost is exclusive to the Carson Extreme Hotrod: the bar is always full, and once active the car will boost forever until it crashes or can be safely stopped.
145*** Boostless cars appear only online, but compensate by being either extremely tough or having extremely high base speed stats. Bikes also fall into this category.
146* NoOneCouldSurviveThat:
147** The crashes. ''All of them''. Played more straight when a car (including yours) is rammed off a cliff: you'll all respawn back on the track to continue the race!
148** Ultimately a ZigZaggedTrope across the franchise: in ''Takedown'' and ''Legends'', the drivers are wearing helmets and racing fire suits (even the traffic cars), while in the first game they're textured black and are so low-poly it's impossible to tell. Fully [[AvertedTrope Averted]] with ''Revenge'', ''Dominator'' and ''Paradise'': all the cars are empty, and the Bikes in the latter have riders who disappear the moment you get into a crash.
149* NoPlotNoProblem
150* NostalgiaLevel: ''Legends'' takes drivers back to tracks from the first three installments (though it includes only one track from the original game). Also includes throwback cars from the previous games, with most of the cars coming from ''Takedown''.
151* OddballInTheSeries: ''Burnout CRASH!'' and, to a certain extent, [[EarlyInstallmentWeirdness the very first game]].
152* OhCrap, ThisIsGonnaSuck:
153** ''You'', the player in any of the games. When your car is blasting through traffic at ludicrous speeds, anything you hit is going to turn your car into a pile of scrap. If you see a wall or traffic coming at you at over 100 mph, this is going to be your reaction.
154** Subverted in ''Revenge'', since most of the traffic can be utterly destroyed by you.
155* OneWordTitle: ''Burnout'', which, as a compound word, is also a {{Portmantitle}}.
156* OptionalTrafficLaws: Optional? Try ''none''.
157** Except for when there's heavy traffic, so sticking to the correct side of the road is mandatory for survival.
158** Though, in the first and second games, the car will turn on its signal/indicator lights when there's a significant turn ahead. ''Paradise'' does the same while in events, as the game's way of recommending a route, although more as a player aid than anything else.
159** Also an exception is when you drive on tracks set in Asia - these tracks are set in countries that follow left-hand traffic, such as Thailand, Hong Kong, Japan and Malaysia, and thus to earn Incoming points you have to drive on the right side of the road instead of the left.
160* ProductPlacement: Starting with the ''EA'' titles, nearly every game has had this:
161** ''Takedown'' included many billboards for brands like AXE, other EA titles like ''[[VideoGame/NeedForSpeedUnderground Need For Speed Underground 2]]'', ''VideoGame/Battlefield1942'', ''[[VideoGame/PGATour Tiger Woods PGA Tour 2005]]'', and ''[[VideoGame/FIFASoccer FIFA Football 2005]]'' (whose billboards [[SoccerHatingAmericans can only be found in Europe and the Far East]]), and Máxima FM, a Spanish Top 40-leaning EDM station, for the USA tracks.
162** ''Revenge'' upped the ante by supplementing the billboards with branded cars. The base game has cars for Logitech, ''VideoGame/{{Black}}'', Nixon, EA, Criterion and Etnies. Crash Mode events also added Carl's Jr. and ''[[VideoGame/MaddenNFL Madden 2006]]'' heavyweight vehicles. Through DownloadableContent you could also get cars in the 360 vesion for Alienware, Dolby, Plantronics, Spike TV, Xbox LIVE, Circuit City, [=BestBuy=], Gamestop, Monster and ''Music/{{Yellowcard}}''.
163** ''Dominator'' returned to the billboards of the third game. Several vehicles from ''Revenge'' did return but sans any product sponsorship graphics.
164** ''Paradise'' had billboards as well as unlockable cars for Circuit City, [=BestBuy=], Gamestop, Walmart, Micromania, B'z (albeit across different regions). This game is particularly infamous for its dynamic billboads that would change as companies bought the ad space, specifically for when UsefulNotes/BarackObama used a few billboards seen in certain states for his presidential campaign; it was the first time a presidential candidate had advertised in a video game '''EVER'''.
165* PunBasedTitle: The Crash events in ''Takedown'' and ''Revenge'' ("Forest Bump", "Mighty Docks", "Van-Fire Strikes Back"), as well as many event names in ''Paradise''.
166* RacingGame: If you haven't picked up on that already.
167* RammingAlwaysWorks: The most common form of Takedowns: the best way to score a Takedown is often to drive under the car's own power and then Boost so you ramp into the back of another racer: since they always drive according to your speed, the huge impact will cause them to swerve and hit a wall.
168** Deconstructed in the first and second games. It causes the Player to end up crashing with the AI instead of gaining any sort of advantage, in other words, a double crash. Except in Pursuit Mode in Burnout 2, and even then, it plays out more like a game of tag with the opponent having a health bar.
169** This is also the modus operandi of Traffic Checking. [[ZigZaggedTrope Except when it isn't]] because it doesn't work on anything bigger than a van.
170* RealIsBrown: Played so very, ''very'' straight in ''Burnout Revenge'': more than half the tracks are bathed in orange light with brown being the predominant texture colour (many cars feature orange as a paint colour, which only Revenge does). The Xbox 360 port takes this up to eleven: being a launch-window next-gen title, the tracks are ''bathed'' in blooming effects that seem to distract more than they awe-inspire. This was also the case in ''Paradise'' too, which had a desaturated, high-contrast look. This was eventually patched to a more colourful aesthetic when the Day/Night cycle was introduced.
171* RecycledSoundtrack: Manages to happen ''twice'' in the franchise: ''Burnout Legends''[='=] soundtrack is literally half of what's in ''Revenge'', while ''Burnout Dominator'' shares half of its music with ''Burnout Paradise'' (whilst still having some tracks unique to both).
172* RevengeOfTheSequel: The fourth game, titled ''Burnout Revenge''. Apt as the game places much more focus on enacting revenge on the person who took you down, including for AI racers.
173* RuleOfCool: Why can you drive F1 cars in the game? Why does traffic ''speed up'' into a pileup in Crash events? Why can you send same-way cars flying like pinballs by rear-ending them? Why can you blow up your car after you crash ''and then direct where the wreck goes?'' This is the answer to all those questions and more.
174* SceneryPorn: Oh how. As these tracks all take place in loactions that parallel real-world locations, their scenery is also based on these real-world locations as well, from the bustling streets of Downtown (Chicago) to the majestic Eternal City (Rome) to the winding mountain roads of Bushido (Tochigi) and many more.
175* ShootTheFuelTank: Of sorts. If an oil tanker shows up in a Crash event, your best bet is to head directly towards it as fast as possible to blow it up and cause as much carnage as you can (or get next to it in ''Revenge'' for your Crashbreaker). Not only is this shown rather plainly in the ''Takedown'' Crash junction "Marina Mayhem" (an oil tanker is the first vehicle you can collide with), it's shown at the end of the game's intro!.
176* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job accented by light blue vinyl streaks from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''[[Film/TheFastAndTheFurious2001 The Fast & The Furious]]'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood), although the car itself appears to be based more on a Honda Civic than the Eclipse. The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.
177* SignatureMove: In ''Takedown'' and ''Revenge'', there are special areas that grant the player a "Signature Takedown". Some notable examples are ''Tram Ram'', ''Rumble in the Jungle'', and ''[[RuleOfFun Tuk-down]]''. In ''Dominator'' these are Signature Shortcuts, which unlock quicker routes.
178* SpiritualSuccessor: Most of the games developed by Three Fields Entertainment, which were founded by Criterion Games co-founders Alex Ward and Fiona Sperry. Their ''Danger Zone'' games are a spiritual successor to the classic Crash Mode feature of ''Burnout'', ''Dangerous Driving'' is a spiritual successor to ''Burnout''[='=]s high-speed destructive racing aspects, and their recently-announced ''Dangerous Driving 2'' will be [[WideOpenSandbox open world]] like with ''Burnout Paradise''.
179* StuffBlowingUp: Starting with ''3'', which introduced the Crashbreaker for Crash Mode, as well as oil tankers and just cars exploding if you drove into a big vehicle hard enough. In ''Revenge'' you got the ability to blow up your car ''multiple times'', and it would gradually introduce Crashbreaker events where, after crashing, you could use your remaining boost to fuel an explosion to take out other racers (''Dominator'' would make this standard for ''all'' racers).
180* SuperPrototype: The final standard car unlocked in ''Takedown's'' race tour, along with the World Circuit Racer.
181* TakingYouWithMe: Aftertouch Takedowns and, in ''Revenge'' and ''Dominator'', Crashbreaker payback Takedowns.
182* TechnicolorFire: With the Boost meters. In ''Dominator'', the normal boost meter is the usual orange, however, once it's filled it turns blue, meaning you can try for a Burnout. In ''Paradise'' the meters are coloured for their type: Speed is yellow, Stunt is green, Aggro is red, Locked is cyan and Boostless is grey (Showtime only).
183* ThereAreNoPolice: Despite all the blatant violations of traffic laws and extensive amounts of property damage the races cause, police are conspicuously absent. The Pursuit mode in ''2'' and ''Legends'' and Cops and Robbers in ''Paradise'' are the only times police appear in the games, but even there they are exclusively player-controlled. This was part of the reason why the Pursuit mode was discontinued from ''3'' onwards, as the developers felt that any kind of police presence in the games would just raise questions about their absence in the rest of the game.
184* TimedMission: The first two games have a traditional arcade racing-style timer that gets time added at checkpoints (although the timer in the second game is so generous that even decent drivers will probably never even come close to running out of time).
185* TrialAndErrorGameplay: Many Crash Junctions need a fair bit of finangling to figure out how to get the Gold medal. But the game that takes the cake is the original: the traffic is always the same with each and every race, including cross traffic. In addition to being really careful, you also need to learn which side of the road to be on for Lap 1 to avoid that bus driving across the fifth intersection, for example, and the game takes no prisoners.
186* UnexpectedlyRealisticGameplay: In every crash in every game. Not to mention the realistic amounts of traffic in the first game with gratuitous cross-traffic: well, what did you ''expect'' would happen when you sped into an open public intersection a 80mph?
187** The unlockable Survival Mode on the Special menu in the first game. As the name suggests, the player only has one life and the traffic has completely random patterns (the player races against the clock instead of opponents in this mode). This will result in the player having a higher chance to crash as traffic will appear everywhere, crashing will give you a Game Over. Careful driving is highly recommended.
188** Sometimes, the player or the opponents will end up crashing with a car that happened to be crossing at an intersection, with little to no time to react.
189** Trying to perform a Takedown in the first and second games will cause the Player to end up crashing with the opponent.
190** In Paradise, this is the fine line between a Driveaway and an outright crash. You can mess up the body all you want, but if the chassis warps or a wheel pops off, it's counted as a crash no matter what else happens.
191** Opponents can end up crashing without player input in any of the games, sometimes taking multiple drivers out.
192** Some tracks take place in cities, causing an increased density of traffic where high speed crashes will very likely happen, sometimes blocking entire intersections on the spot.
193* VariableMix: In the first and second games:
194** ''Burnout'' had a loud heartbeat sound which slowly faded the BGM out the faster the player drove while boosting.
195** ''Point of Impact'' had a two-stage music mix-- a quieter, less-complex mix while off the booster and a louder, more rockin'/thumpin' mix while using the booster. Another, slightly-different mix of the level's theme played in replays-- these were the mixes carried over to ''[[VideoGame/BurnoutParadise Paradise]]''[='=]s soundtrack.
196* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'' -- entitled the "Developer's Cut" -- in the form of new car liveres, extra Crash Zones, and the ability to play music from the original game. Across the board all the vehicles received a rebalance as well, which knocked down the stats of several top-performing cars.
197%%* VideoGameCrueltyPotential: Crash/Showtime and traffic checking.
198%%* WackyRacing: We can't emphasize the ''Wacky'' part enough.
199* WreakingHavok: [[SarcasmMode The slo-mo close-ups on your car aren't to show off its damages.]] You can steer your crash into Rivals who try to pass through to score "Aftertouch Takedowns".
200%%* YouBreakItYouProfit: Crash events, Showtime mode, and the entirety of ''CRASH!''

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