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** Amazingly [[NintendoHard for what it is]], the original Burnout had one: crashing would often respawn you further up the track from when you crashed.

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** Amazingly [[NintendoHard for what it is]], the original Burnout ''Burnout'' had one: crashing would often respawn you further up the track from when you crashed.



** 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)

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** Starting from 3: Takedown, ''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)



* BackgroundMusicOverride: 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.

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* BackgroundMusicOverride: BackgroundMusicOverride:
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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.



* ContinuityNod: All the place names in ''Burnout Paradise'' are taken from earlier games in the series, right up to the original!

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* ContinuityNod: ContinuityNod:
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All the place names in ''Burnout Paradise'' are taken from earlier games in the series, right up to the original!



* TheComputerIsACheatingBastard: 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.

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* TheComputerIsACheatingBastard: TheComputerIsACheatingBastard:
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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.



--> ''You are 15 seconds behind!''

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--> ---> ''You are 15 seconds behind!''



* CoolCar: It goes without saying that a game like this would have tons of Cool Cars -- unlicensed cars, mind you, but still cool nevertheless.

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* CoolCar: CoolCar:
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It goes without saying that a game like this would have tons of Cool Cars -- unlicensed cars, mind you, but still cool nevertheless.



* DeathFromAbove: 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.

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* DeathFromAbove: DeathFromAbove:
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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.



* DenserAndWackier: ''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.
** To a certain extend, ''CRASH!'', with it's more surreal and cartoony inclusions to the gameplay.

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* DenserAndWackier: DenserAndWackier:
**
''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.
** To a certain extend, extent, ''CRASH!'', with it's more surreal and cartoony inclusions to the gameplay.
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** '''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.
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** 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 Codemasters racing games, including 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)
** 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.

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** 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 Codemasters Creator/{{Codemasters}} racing games, including ''[[VideoGame/{{GRID}} Race Driver GRID, 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)
** In Burnout Revenge, ''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.
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** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for Xbox One, UsefulNotes/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 UsefulNotes/NintendoSwitch port is planned for June 2020 release, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.

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** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for Xbox One, UsefulNotes/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 UsefulNotes/NintendoSwitch port is planned slated for a June 2020 release, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.
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** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for Xbox One, UsefulNotes/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.

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** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for Xbox One, UsefulNotes/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 UsefulNotes/NintendoSwitch port is planned for June 2020 release, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.

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*** Difficulty is determined by the starting position of the AI drivers, meaning thst 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.

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*** Difficulty is determined by the starting position of the AI drivers, meaning thst 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.


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** 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.


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** Survival Mode on the Special menu in the first game where the player only has one life and completely random traffic patterns. Crashing a car at high speeds would leave the car completely destroyed, thus rendering it undrivable in real life after all, if not outright end up dying in the crash.
** Driving at high speeds in congested traffic in any of the games causes the player to end up crashing with a car that happened to be crossing at an intersection, with little to no time to react. Running red lights, stop signs or yield signs would eventually end up causing you to crash in real life with someone else who legally had the right of way or someone who was distracted while driving after all. This can happen to YOU or your opponents/to the AI in any of the Burnout games.
** Trying to perform a Takedown in the first and second games will cause the Player to end up causing a double crash with the AI and the Player. You ARE hitting another car with a lot of force, at high speeds on top of that. Of course your car would end up getting destroyed alongside with the car of your opponent, if not end up with much worser damage than the car of the opponent that you tried to run off the road, if the crash didn't ended up killing you and the opponent at the same time. There's a good reason why cops use a device known as the Bullbar in real life when they need/have to force the suspect off the road.

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** "Burning Laps"; which focus on [[RaceAgainstTheClock finishing a lap as quickly as possible]], often have reduced traffic and accelerated boost gain.

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*** Difficulty is determined by the starting position of the AI drivers, meaning thst 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.
** 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.
** "Burning Laps"; which focus on [[RaceAgainstTheClock finishing a lap as quickly as possible]], often have reduced traffic and accelerated boost gain. gain.
** 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 Codemasters racing games, including 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)
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Minor edits.


* 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'' high-speed destructive racing aspects, and their recently-announced ''Dangerous Driving 2'' will be [[WideOpenSandbox open world]] like with ''Burnout Paradise''.

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* 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'' ''Burnout''[='=]s high-speed destructive racing aspects, and their recently-announced ''Dangerous Driving 2'' will be [[WideOpenSandbox open world]] like with ''Burnout Paradise''.



* 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).

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* TechnicolorFire: With the Boost meters. In ''Dominator'', the normal boost meter is the usual orange, however 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).



** ''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.

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** ''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 ''[[VideoGame/BurnoutParadise Paradise]]''[='=]s soundtrack.
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Some edits.


-->-- {{Tagline}} from ''Revenge'' and'' Dominator ''in some regions

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-->-- {{Tagline}} from ''Revenge'' and'' Dominator ''in and ''Dominator'' in some regions



** The cover to the original Burnout shows a Corvette-looking car that isn't available in the game.

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** The cover to the original Burnout ''Burnout'' shows a Corvette-looking car that isn't available in the game.


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* 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'' high-speed destructive racing aspects, and their recently-announced ''Dangerous Driving 2'' will be [[WideOpenSandbox open world]] like with ''Burnout Paradise''.
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* DevelopersForesight: The sides of tracks will often have some pockets, alcoves, or barely visible protrusions to punish players who continually hug walls for "safety".

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*** Ironically, the traffic density itself is also this; assuring that your opponents are just as likely to wreck as you are.
** "Burning Laps"; which focus on [[RaceAgainstTheClock finishing a lap as quickly as possible]], often have reduced traffic and accelerated boost gain.



* ArtificalBrilliance: At least in ''Takedown'', opponents will almost never crash unless provoked by other racers.

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* ArtificalBrilliance: ArtificialBrilliance: At least in ''Takedown'', opponents will almost never crash unless provoked by other racers.

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* ArtificalBrilliance: At least in ''Takedown'', opponents will almost never crash unless provoked by other racers.



** ''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.

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** ''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.


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** Cars with "Assassin" in thier name tend to do particularly well in "Road Rage" events.
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-->-- ''{{Tagline}} from ''Revenge'' and'' Dominator ''in some regions''.

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-->-- ''{{Tagline}} {{Tagline}} from ''Revenge'' and'' Dominator ''in some regions''.
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** 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.
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* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on a timed Checkpoint system (went away in 2), 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.

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* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on a timed Checkpoint system (went away in 2), 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.
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Some edits.


** '''''Burnout Revenge'' [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 UsefulNotes/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 ported to UsefulNotes/XboxOne in May 2018.

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** '''''Burnout Revenge'' [360] [Xbox 360] (2006)''': The UpdatedRerelease of Burnout Revenge ''Burnout Revenge'' released a few months after the original with several extra features, and is the first Burnout game on UsefulNotes/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 ''Burnout'' game to feature DLC in the form of sponsor cars. This version of Revenge ''Revenge'' was ported to made backwards compatible with the UsefulNotes/XboxOne in May 2018.



** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for UsefulNotes/XboxOne, UsefulNotes/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 [[BeachEpisode Big Surf Island]]. In particular, improvements to online gaming in the intervening decade means that online co-op challenges are much more feasible to complete.

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** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for UsefulNotes/XboxOne, Xbox One, UsefulNotes/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, ''Burnout Paradise'', especially for PC players who can ''finally'' enjoy the Cops and Robbers mode and (officially and in full) [[BeachEpisode Big Surf Island]]. 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.
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** 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.
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** 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 temporarily invulnerability during and shortly after the cutscene, so even if you do hit something you can shrug it off.

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** 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 temporarily temporary invulnerability during and shortly after the cutscene, so even if you do hit something you can shrug it off.

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** The AI is also happy to subtly help you get a takedown against them. If you smash into them then they may drive into a wall themselves, most noticeable if you are approaching an obstacle in the middle of the track such as a column.

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** The AI is also happy to subtly help you get a takedown against them. If you smash into shunt them close to a wall then they may choose to drive into a wall themselves, it, most noticeable if you are approaching an obstacle in the middle of the track such as a column.column.
** 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 temporarily invulnerability during and shortly after the cutscene, so even if you do hit something you can shrug it off.
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** 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.
** The AI is also happy to subtly help you get a takedown against them. If you smash into them then they may drive into a wall themselves, most noticeable if you are approaching an obstacle in the middle of the track such as a column.
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* 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.

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* 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.Supermini makes it a very solid choice for nearly every race.

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* BackgroundMusicOverride: 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.

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* 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.
* BackgroundMusicOverride: In Burnout 1, ''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.



* 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.



* CoversAlwaysLie:
** 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).
** ''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.
** ''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.
** ''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.



* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on a timed Checkpoint system (went away in 2), 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.
** 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 and thus had the budget to increase the graphical fidelity. 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. And while they are more lenient, it also still has the timed Checkpoint system from the original.

to:

* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on a timed Checkpoint system (went away in 2), 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.
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.
** 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 and thus had the budget to increase the graphical fidelity. 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.crash, nor pick up tokens. And while they are more lenient, it also still has the timed Checkpoint system from the original.



* ExplosionPropulsion: In the Crash modes off ''Takedown'' and ''Revenge'', as well as the races off 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.

to:

* ExplosionPropulsion: In the Crash modes off of ''Takedown'' and ''Revenge'', as well as the races off 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.


Added DiffLines:

* SirNotAppearingInThisGame:
** The cover to the original Burnout shows a Corvette-looking car that isn't available in the game.
** ''Legends'' shows the Super DX prominently. Not only is it a car from ''3'' that was removed in ''Legends'', it's not even in a paint scheme available in ''3''.
** ''Paradise'' showed a rather artistic rendition of a car that isn't available in the game. This was fixed in ''Remastered'' by replacing it with the Rossolini Tempesta, which looked the most like it.
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** 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

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** 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.



* 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!.

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* 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 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!.

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* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through 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. 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. This is the last game in the series for the original UsefulNotes/{{Xbox}}, but it was also the first for the UsefulNotes/Xbox360 -- the Xbox 360 version was released in early 2006, with many graphical improvements and the removal of the [[ScrappyMechanic Launch Meter]] from the Crash Mode.

to:

* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through 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. 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. This is the last game in the series for the original UsefulNotes/{{Xbox}}, but it was also but...
** '''''Burnout Revenge'' [360] (2006)''': The UpdatedRerelease of Burnout Revenge released a few months after the original with several extra features, and is
the first for the UsefulNotes/Xbox360 -- the Xbox 360 version was released in early 2006, with many graphical improvements Burnout game on UsefulNotes/Xbox360. The menus were given various visual tweaks and the removal 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 Launch Meter]] Boost Launch]] system from the Crash Mode.original. This is also the first Burnout game to feature DLC in the form of sponsor cars. This version of Revenge was ported to UsefulNotes/XboxOne in May 2018.



* Character Tiers: With the exception of ''Point of Impact'', vehicles are sorted into various classes that determine how fast they are (with the exception of Crash/Heavyweights, which are intended for the Crash mode). Paradise lacks abject categories for cars, but most can be sorted this way based on which license they're unlocked in.
** ''Burnout'': Easy, Medium, Hard, Special
** ''Takedown''/''Legends'': Compact, Muscle, Coupe, Sports, Super, Special, Heavyweights
** ''Revenge'': ST, DX, GT, Special (Race) + Lite, Mid, HVY, Super (Crash)
** ''Dominator'': Classic, Factory, Tuned, Hotrod, Super, Race Specials, Dominator
** ''Paradise'': Learner's, Class D, Class C, Class B, Class A, Burnout, Burnout Elite



* ContinuityNod: All the place names in ''Burnout Paradise'' are taken from earlier games in the series.

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* ContinuityNod: All the place names in ''Burnout Paradise'' are taken from earlier games in the series.series, right up to the original!



** In ''Burnout'' and ''Point of Impact'', the other racers are not under the same Checkpoint time restriction as you are.



* DenserAndWackier: ''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.
** To a certain extend, ''CRASH!'', with it's more surreal and cartoony inclusions to the gameplay.



** 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 and thus had the budget to increase the graphical fidelity. 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.

to:

** 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 and thus had the budget to increase the graphical fidelity. 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. And while they are more lenient, it also still has the timed Checkpoint system from the original.



* FirstInstallmentWins: Averted regarding the original game. When ''Legends'' made an effort to mix the original two games into the third for handhelds, the only part of the first game that made it through was a single track, Twilight Harbour. It is also considered the least favourable game (second only to [[TheScrappy CRASH!]]), with most fans arguing over ''Takedown'', ''Revenge'' or ''Paradise''.
* FollowTheLeader:
** The ''VideoGame/FlatOut'' series, which feels a bit like ShoddyKnockoffProduct due to its name, but it plays more like the Playstation classic Destruction Derby, with no cut-off cutscene if a destruction happened. Their distinguishing feature was "windshield cannons" -- that is, if you get in a big crash, you go ''flying through the windshield''. (Wear seatbelts, kids.) There were even {{mini game}}s where you took advantage of this, throwing your hapless driver at giant bowling pins or trying to hit a target.
** The ''VideoGame/MotorStorm'' games are basically ''Burnout'' [[AC:[[RecycledInSpace off-road!]] And with NintendoHard difficulty!]]
** ''VideoGame/SplitSecond'' is ''Burnout'' meets a Creator/MichaelBay movie.
** ''Burnout'' itself is ''Destruction Derby'' with intersections and traffic instead of demolition derbies.
** ''VideoGame/NeedForSpeed: Hot Pursuit'' is basically ''Burnout'' with licensed cars and a major emphasis on police chases. Justified, as it was developed by Criterion. Taken a step further with the 2012 ''VideoGame/NeedForSpeedMostWanted'', which is ''Burnout Paradise'' with licensed cars (including a singular DLC-expanded part of the map!).
** ''VideoGame/{{Driver}}: [[VideoGame/DriverSanFrancisco San Francisco]]'' incorporates a near-copy of Burnout's boosting system, event types, and event selection, worked into more standard ''Driver''-style gameplay and missions. (It was also the first well-received ''Driver'' game in years, as they seem to have moved on from unsuccessfully trying to emulate the ''[[VideoGame/GrandTheftAuto GTA]]'' series.)
** While Criterion Games abandons the racing genre to aid other EA studios for the Star Wars games, the game's creators are still not done with Burnout. Now they were migrated, along with some of the Criterion staff (technically following the leaders) to their own studio named ''Three Fields Entertainment'' and made 2 games that has a Burnout influence:
*** ''Dangerous Golf'' is Burnout's Crash mode but creating a giant mess using a golfball.
*** ''Danger Zone'' is a SpiritualSuccessor to Burnout 3's Crash mode.

to:

* FirstInstallmentWins: Averted regarding ExplosionPropulsion: In the original game. When ''Legends'' made an effort to mix Crash modes off ''Takedown'' and ''Revenge'', as well as the original two games races off the latter and ''Dominator''. Not only are Crashbreakers useful for causing massive destruction, they frequently launch the car into the third for handhelds, the only part of the first game that made it through was a single track, Twilight Harbour. It is also considered the least favourable game (second only air, allowing you to [[TheScrappy CRASH!]]), with most fans arguing over ''Takedown'', use Aftertouch to move your car to a new area. Many Gold medals in ''Revenge'' or ''Paradise''.
* FollowTheLeader:
** The ''VideoGame/FlatOut'' series, which feels a bit like ShoddyKnockoffProduct due
Crash juctions can only be achieved by moving to its name, but it plays more like the Playstation classic Destruction Derby, with no cut-off cutscene if a destruction happened. Their distinguishing feature was "windshield cannons" -- that is, if you get in a big crash, you go ''flying through the windshield''. (Wear seatbelts, kids.) There were even {{mini game}}s where you took advantage of this, throwing your hapless driver at giant bowling pins or trying to hit a target.
** The ''VideoGame/MotorStorm'' games are basically ''Burnout'' [[AC:[[RecycledInSpace off-road!]] And with NintendoHard difficulty!]]
** ''VideoGame/SplitSecond'' is ''Burnout'' meets a Creator/MichaelBay movie.
** ''Burnout'' itself is ''Destruction Derby'' with intersections and traffic instead of demolition derbies.
** ''VideoGame/NeedForSpeed: Hot Pursuit'' is basically ''Burnout'' with licensed cars and a major emphasis on police chases. Justified, as it was developed by Criterion. Taken a step further with the 2012 ''VideoGame/NeedForSpeedMostWanted'', which is ''Burnout Paradise'' with licensed cars (including a singular DLC-expanded
new part of the map!).
** ''VideoGame/{{Driver}}: [[VideoGame/DriverSanFrancisco San Francisco]]'' incorporates a near-copy of Burnout's boosting system, event types,
junctions, for example blowing your car off an overpass onto the freeway below.
* FlawlessVictory: What's practically required for some Burning Laps. In particular, the Coastal Dream
and event selection, worked into more standard ''Driver''-style gameplay and missions. (It was also the first well-received ''Driver'' game Tropical Drive Burning Laps in years, as they seem to ''Takedown'' have moved on from unsuccessfully trying to emulate the ''[[VideoGame/GrandTheftAuto GTA]]'' series.)
** While Criterion Games abandons the racing genre to aid other EA studios for the Star Wars games, the game's creators are still not done with Burnout. Now they were migrated, along with some of the Criterion staff (technically following the leaders) to their own studio named ''Three Fields Entertainment'' and made 2 games
Gold medal times so stringent that has a Burnout influence:
*** ''Dangerous Golf'' is Burnout's Crash mode but creating a giant mess using a golfball.
*** ''Danger Zone'' is a SpiritualSuccessor to Burnout 3's Crash mode.
you absolutely ''cannot'' crash or else you won't make it in time.



* 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.
* HaveANiceDeath: Well, Crash: 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.
* LuckBasedMission: The heavy traffic can appear almost anywhere, and there's sometimes not enough time to react before your car and the traffic vehicle collide.
** This is made even worse when you realize TheComputerIsACheatingBastard.

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* 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.
events, but if you can avoid doing that, literally nothing else can catch you.
* HaveANiceDeath: Well, Crash: 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.
motion. In ''Burnout 1'' and the 360 version of ''Revenge'', you can even save these for posterity!
* LuckBasedMission: The heavy traffic can appear almost anywhere, and there's sometimes not enough time to react before your car and the traffic vehicle collide.
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 is made even worse when you realize TheComputerIsACheatingBastard.TheComputerIsACheatingBastard, particularly in that they do not have to adhere to the Checkpoint timers.
* 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:
** The original ''Burnout'' has this on every track due to the careful driving required and always having to do three laps. Gets taken UpToEleven 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!
** 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.



* NintendoHard: The original Burnout. Unlike later games, crashing is a SEVERE penalty as not only do you lose a lot of ground, but you have to make it through Checkpoints before the clock runs out (something which your opponents aren't obliged to do). 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!

to:

* MyRulesAreNotYourRules: As explained earlier, the opponent racers in ''Burnout 1'' and ''2'' do not have to follow the same Checkpoint timers as you do.
* NintendoHard: The original Burnout. Unlike later games, crashing is a SEVERE penalty as not only do you lose a lot of ground, 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).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!



** Starting in the third game, the boost is also refilled through Takedowns.



** Well, maybe not reversing into an unmoving bus at 20 mph...
** If you look hard enough, you'll notice that there actually isn't anyone driving at all.
** No hard looking required, almost every post-crash camera angle is placed in such a way to make it obvious no one is in the car to keep the game at an E10+ rating.
*** Even if you're riding a bike in ''Paradise'', which is the only time you get to see a human helmet, the rider disappears the moment it goes into 'crash mode'- no ragdolls here.
** Not true in the original, ''Takedown'' and ''Legends''. All the cars have drivers equipped with safety gear in them. Even the traffic cars have helmeted drivers wearing fire suits!

to:

** Well, maybe not reversing into an unmoving bus at 20 mph...
** If you look hard enough, you'll notice that there actually isn't anyone driving at all.
** No hard looking required, almost every post-crash camera angle is placed in such
Ultimately a way to make it obvious no one is in ZigZaggedTrope across the car to keep the game at an E10+ rating.
*** Even if you're riding a bike
franchise: in ''Paradise'', which is the only time you get to see a human helmet, the rider disappears the moment it goes into 'crash mode'- no ragdolls here.
** Not true in the original,
''Takedown'' and ''Legends''. All ''Legends'', the cars have drivers equipped with safety gear in them. Even 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 helmeted drivers wearing fire suits!riders who disappear the moment you get into a crash.



* OddballInTheSeries: ''Burnout CRASH!''

to:

* OddballInTheSeries: ''Burnout CRASH!''CRASH!'' and, to a certain extent, [[EarlyInstallmentWeirdness the very first game]].



* OlderThanTheyThink:
** Those who stick to the more famous EA-backed titles might be surprised to learn just how far back the lineage goes. Crash mode originates in the second game, the Stephen Root tracks in ''Paradise'' actually come from the first three games, and some cars date back all the way to the original ''Burnout''. Tracks across Europe and the USA, Face Offs and Championships also date back as far as the first title.
** ''Paradise''[='s=] Stunt Run mode works very similarly to ''Dominator''[='s=] Maniac Mode a year earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in ''Dominator'', Barrel Rolls and Billboards in ''Paradise'').



* ProductPlacement: Starting with the ''EA'' titles, nearly every game has had this:
** ''Takedown'' included many billboards for brands like Axe and other EA titles like ''[[VideoGame/NeedForSpeedUnderground Need For Speed Underground 2]]'' and ''VideoGame/Battlefield1942''.
** ''Revenge'' upped the ante by supplementing the billboards with branded cars. The base game has cars for EA, Logitech, ''VideoGame/{{Black}}'', Nixon, EA, Criterion and Etnies, but through DownloadableContent you could also get cars in the 360 vesion for Alienware, Dolby, Plantronics, Spike TV, Xbox LIVE, Circuit City, [=BestBuy=], Gamestop, Carl's Jr, ''[[VideoGame/MaddenNFL Madden 2006]]'', Monster and ''Music/{{Yellowcard}}''.
** ''Dominator'' returned to the billboards of the third game.
** ''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 presidency campaign.



* RammingAlwaysWorks: The most common form of Takedowns.

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* RammingAlwaysWorks: The most common form of Takedowns.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.
** 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.



* RealSongThemeTune: Somehow, the last two ''Burnout'' games are titled from the game's theme song. ''Paradise'' has the fitting [[Music/GunsNRoses "Paradise]] [[Music/AppetiteForDestruction City"]], while ''CRASH!'' has ''The Primitives''' "Crash", which also names this game's location.

to:

* RealSongThemeTune: Somehow, RealityEnsues: In every crash in every game. Not to mention the last two ''Burnout'' games are titled from realistic amounts of traffic in the game's theme song. ''Paradise'' has the fitting [[Music/GunsNRoses "Paradise]] [[Music/AppetiteForDestruction City"]], while ''CRASH!'' has ''The Primitives''' "Crash", which also names first game with gratuitous cross-traffic: well, what did you ''expect'' would happen when you sped into an open public intersection a 80mph?
** In Paradise,
this game's location.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



* 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.
* 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!.



* 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 bus 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).

to:

* 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 bus 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).



* TakingYouWithMe: Aftertouch Takedowns.

to:

* TakingYouWithMe: Aftertouch Takedowns.Takedowns and, in ''Revenge'' and ''Dominator'', Crashbreaker payback Takedowns.
* 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).



** Burnout had a loud heartbeat sound which slowly faded the BGM out the faster the player drove while boosting.
** Burnout 2 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.

to:

** Burnout ''Burnout'' had a loud heartbeat sound which slowly faded the BGM out the faster the player drove while boosting.
** Burnout 2 ''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.soundtrack.
* 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.



* WackyRacing: We can't emphazise the ''Wacky'' part enough.

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* WackyRacing: We can't emphazise emphasize the ''Wacky'' part enough.

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->''Battle Racing Ignited''
-->-- ''{{Tagline}} from ''Revenge'' and'' Dominator ''in some regions''.



* AntiFrustrationFeature: 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.

to:

* AntiFrustrationFeature: AntiFrustrationFeature:
** Amazingly [[NintendoHard for what it is]], the original Burnout had one: crashing would often respawn you further up the track from when you crashed.
**
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.



* Character Tiers: Starting with ''Burnout 3'', vehicles are sorted into various classes that determine how fast they are (with the exception of Crash/Heavyweights, which are intended for the Crash mode). Paradise lacks abject categories for cars, but most can be sorted this way based on which license they're unlocked in.

to:

* Character Tiers: Starting with ''Burnout 3'', With the exception of ''Point of Impact'', vehicles are sorted into various classes that determine how fast they are (with the exception of Crash/Heavyweights, which are intended for the Crash mode). Paradise lacks abject categories for cars, but most can be sorted this way based on which license they're unlocked in.in.
** ''Burnout'': Easy, Medium, Hard, Special



* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on the Checkpoint system (went away in 2), you have to fill the boost meter by about a third 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.

to:

* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on the a timed Checkpoint system (went away in 2), you have to fill the boost meter by about a third 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.



* FirstInstallmentWins: Averted regarding the original game. When ''Legends'' made an effort to mix the original two games into the third for handhelds, the only part of the first game that made it through was a single track, Twilight Harbour. It is also considered the least favourable game (second only to [[TheScrappy CRASH!]]), with most fans arguing over ''Takedown'', ''Revenge'' or ''Paradise''.



* NitroBoost: You earn this for dangerous driving (drifting, passing close by traffic, driving on the wrong side of the road, etc). Starting in the third game, the boost is also refilled through Takedowns.

to:

* NintendoHard: The original Burnout. Unlike later games, crashing is a SEVERE penalty as not only do you lose a lot of ground, but you have to make it through Checkpoints before the clock runs out (something which your opponents aren't obliged to do). 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!
* 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:
** 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 drive dangerously enough whilst boosting, the meter will refill, and doing it enough will fill it completely, starting a [[TitleDrop Burnout]] Chain.
** 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. Getting a Takedown also fills the boost bar.
** ''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.
** ''Paradise'' uses multiple different systems:
*** Stunt Boost has a fixed length and can be used at any time. It gets Boost through stunts like air time and barrel rolls.
*** Speed Boost works just like in 1 and 2, with the Takedown perks of ''Dominator''.
*** Aggro Boost can be extend its bar via Takedowns, but are tricky to use as they get Boost mainly for those and by destroying the scenery.
*** Switch Boost is only with the Hawker Mech: it can change its Boost type between the above three, which also adjusts its handling
*** Locked Boost is exclusive to the Extreme Hotrod: the bar is always full, and once active the car will boost forever until it crashes or can be safely stopped.
*** 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.
**
Starting in the third game, the boost is also refilled through Takedowns.



** Not true in ''Takedown'' and ''Legends''. All the cars have drivers equipped with safety gear in them. Even the traffic cars have helmeted drivers wearing fire suits!

to:

** Not true in the original, ''Takedown'' and ''Legends''. All the cars have drivers equipped with safety gear in them. Even the traffic cars have helmeted drivers wearing fire suits!



* OlderThanTheyThink: ''Paradise''[='s=] Stunt Run mode works very similarly to ''Dominator''[='s=] Maniac Mode a year earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in ''Dominator'', Barrel Rolls and Billboards in ''Paradise'').
** Those who stick to the more famous EA-backed titles might be surprised to learn just how far back the lineage goes. Crash mode originates in the second game, the Stephen Root tracks in ''Paradise'' actually come from the first three games, and some cars date back all the way to the original ''Burnout''.

to:

* OlderThanTheyThink: ''Paradise''[='s=] Stunt Run mode works very similarly to ''Dominator''[='s=] Maniac Mode a year earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in ''Dominator'', Barrel Rolls and Billboards in ''Paradise'').
OlderThanTheyThink:
** Those who stick to the more famous EA-backed titles might be surprised to learn just how far back the lineage goes. Crash mode originates in the second game, the Stephen Root tracks in ''Paradise'' actually come from the first three games, and some cars date back all the way to the original ''Burnout''. Tracks across Europe and the USA, Face Offs and Championships also date back as far as the first title.
** ''Paradise''[='s=] Stunt Run mode works very similarly to ''Dominator''[='s=] Maniac Mode a year earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in ''Dominator'', Barrel Rolls and Billboards in ''Paradise'').

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* OlderThanTheyThink: ''Paradise''[='s=] Stunt Run mode works very similarly to ''Dominator''[='s=] Maniac Mode two years earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in ''Dominator'', Barrel Rolls and Billboards in ''Paradise'').

to:

* OlderThanTheyThink: ''Paradise''[='s=] Stunt Run mode works very similarly to ''Dominator''[='s=] Maniac Mode two years a year earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in ''Dominator'', Barrel Rolls and Billboards in ''Paradise'').



* 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).



* 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.

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* 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 Shortcuts, which unlock quicker routes.

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* '''''Burnout Dominator'' (2007):''' Released for UsefulNotes/PlayStation2 and UsefulNotes/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. 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. 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...

to:

* '''''Burnout Dominator'' (2007):''' Released for UsefulNotes/PlayStation2 and UsefulNotes/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. 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...



* Character Tiers: Starting with ''Burnout 3'', vehicles are sorted into various classes that determine how fast they are (with the exception of Crash/Heavyweights, which are intended for the Crash mode). Paradise lacks abject categories for cars, but most can be sorted this way based on which license they're unlocked in.
** ''Takedown''/''Legends'': Compact, Muscle, Coupe, Sports, Super, Special, Heavyweights
** ''Revenge'': ST, DX, GT, Special (Race) + Lite, Mid, HVY, Super (Crash)
** ''Dominator'': Classic, Factory, Tuned, Hotrod, Super, Race Specials, Dominator
** ''Paradise'': Learner's, Class D, Class C, Class B, Class A, Burnout, Burnout Elite



* 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.



* 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.



* OlderThanTheyThink: ''Paradise''[='s=] Stunt Run mode works very similarly to ''Dominator''[='s=] Maniac Mode two years earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in ''Dominator'', Barrel Rolls and Billboards in ''Paradise'').
** Those who stick to the more famous EA-backed titles might be surprised to learn just how far back the lineage goes. Crash mode originates in the second game, the Stephen Root tracks in ''Paradise'' actually come from the first three games, and some cars date back all the way to the original ''Burnout''.



* PunBasedTitle: The Crash events in ''Revenge''. ("Forest Bump", "Mighty Docks", "Van-Fire Strikes Back").

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* PunBasedTitle: The Crash events in ''Revenge''. ''Takedown'' and ''Revenge'' ("Forest Bump", "Mighty Docks", "Van-Fire Strikes Back").Back"), as well as many event names in ''Paradise''.
* RacingGame: If you haven't picked up on that already.



* 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 UpToEleven: being a launch-window next-gen title, the tracks are ''bathed'' in blooming effects that seem to distract more than they awe-inspire.

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* 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 UpToEleven: 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.

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* '''''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. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on UsefulNotes/PlayStation2, UsefulNotes/XBox, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.
* '''''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. Released on the same systems as the original.
* '''''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 decrease) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. 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.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some as ''[[SpiritualAdaptation Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on [=PlayStation=] 2 and Xbox ([=GameCube=] owners weren't so lucky this time around due to its lack of online capabilities).
* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through traffic and send it flying at rival racers. Also introduced were Traffic Attack mode, where you must use traffic checking to cause as much damage as possible, and Crashbreakers were carried over to all non-Crash events. Last game in the series for the original UsefulNotes/{{Xbox}}, first game in the series for the UsefulNotes/Xbox360 -- the Xbox 360 version was released in early 2006.
* '''''Burnout Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable and the UsefulNotes/NintendoDS. It is basically a "best of" collection, featuring tracks from the first three games.
* '''''Burnout Dominator'' (2007):''' Released for UsefulNotes/PlayStation2 and UsefulNotes/PlayStationPortable, this game was meant to tide fans over before the release of the series' next-gen debut. It returned to the series' roots, bringing back Burnouts (which had disappeared starting with the third game) and getting rid of many modes and features from later games. It was the only game in the series that was not developed by Criterion, as they were busy working on...

to:

* '''''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. 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, and you can chain boost bars together by performing stunts and dangerous driving while boosting. Released on UsefulNotes/PlayStation2, UsefulNotes/XBox, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.
* '''''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. This game also 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.
* '''''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 decrease) decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage.damage. 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.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some as ''[[SpiritualAdaptation Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on [=PlayStation=] 2 and Xbox ([=GameCube=] owners weren't so lucky this time around due to its lack of online capabilities).
* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through traffic and send it flying at rival racers. Also introduced were Traffic Attack mode, where you must use traffic checking to cause as much damage as possible, and Crashbreakers were carried over to all non-Crash events. Last game in the series for the original UsefulNotes/{{Xbox}}, first game in the series for the UsefulNotes/Xbox360 -- the Xbox 360 version was released in early 2006.
* '''''Burnout Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable and the UsefulNotes/NintendoDS. It is basically Released on the same day as ''Revenge'', it's effectively a "best of" Best Of collection, featuring 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]].
* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through 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. 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. This is the last game in the series for the original UsefulNotes/{{Xbox}}, but it was also
the first three games.
for the UsefulNotes/Xbox360 -- the Xbox 360 version was released in early 2006, with many graphical improvements and the removal of the [[ScrappyMechanic Launch Meter]] from the Crash Mode.
* '''''Burnout Dominator'' (2007):''' Released for UsefulNotes/PlayStation2 and UsefulNotes/PlayStationPortable, this game was meant to tide fans over before the release of the series' next-gen debut. It returned to the series' roots, roots by bringing back Burnouts (which had disappeared starting with the third game) game), and getting rid of many modes improved them by having a dedicated meter showing you how close you were to earning another Burnout. There is less verticality this time around and features tracks are not as wide as in ''Revenge'', but the Signature Takedown feature from later games. It ''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. 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...



** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for UsefulNotes/XboxOne, UsefulNotes/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).

to:

** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for UsefulNotes/XboxOne, UsefulNotes/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 [[BeachEpisode Big Surf Island]]. In particular, improvements to online gaming in the intervening decade means that online co-op challenges are much more feasible to complete.



* 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''.

to:

* 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''.''Paradise'', then re-artifacted in ''CRASH!''.



* 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.

to:

* 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 [=PS2=] and PSP titles are also the only ones to use Bullet Time for when you Takedown an opponent.



* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on the Checkpoint system (went away in 2), you have to fill the boost meter by about a third 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. 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 and thus had the budget to increase the graphical fidelity.
* EveryCarIsAPinto: In Crash mode, to facilitate gameplay. The ambulance is [[http://penny-arcade.com/comic/2011/09/30 especially delicate]].

to:

* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on the Checkpoint system (went away in 2), you have to fill the boost meter by about a third 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. whatsover.
**
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 and thus had the budget to increase the graphical fidelity.
fidelity. 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.
** 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.
* EveryCarIsAPinto: In Crash mode, to facilitate gameplay.gameplay (exploded cars even act as a score multiplier in ''Revenge''). The ambulance is [[http://penny-arcade.com/comic/2011/09/30 especially delicate]].



* {{Expy}}: A great range of the cars on offer in every single game either modifies elements of an exiting real-world car or combines those of several, whilst still maintaining the general appearance. 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, and ''Dominator's'' Super Prototype looks like a Bugatti Veyron.

to:

* {{Expy}}: A great range of the cars on offer in every single game either modifies modify elements of an exiting real-world car or combines combine those of several, whilst still maintaining the general appearance. 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, and ''Dominator's'' Super Prototype looks like a Bugatti Veyron.



* LuckBasedMission: The heavy traffic can appear almost anywhere, and there's not enough time to react before your car and the traffic vehicle collide.

to:

* LuckBasedMission: The heavy traffic can appear almost anywhere, and there's sometimes not enough time to react before your car and the traffic vehicle collide.



* MeaningfulName: Every subtitled entry in the series:
** ''Point of Impact'': so-named for the Crash Mode, where success is often determined by where and when you crash into the intersection.
** ''Takedown'': for the Takedown mechanic where you can wreck opponents for boost.
** ''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".
** ''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.
** ''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.
** ''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.
** ''CRASH!'': the game is focused entirely on the Crash mode, which is now more puzzle-oriented than ever.



** ''Burnout 2'', ''3'' and ''Revenge'' are available on PS2 and Xbox, with ''Revenge'' also appearing on 360 and ''2'' on Gamecube.

to:

** ''Burnout 2'', ''3'' ''Burnout'', ''Point of Impact'', ''Takedown'' were released n [=PS2=], Xbox and Gamecube.
**
''Revenge'' are available released on PS2 and [=PS2=], Xbox, with ''Revenge'' also appearing on 360 and ''2'' on Gamecube.Xbox 360.



** Averted with the original ''Burnout'', which was exclusive to [=PS2=].



** Not true in ''Takedown''. All the cars have drivers equipped with safety gear in them. Even the traffic cars have helmeted drivers wearing fire suits!

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** Not true in ''Takedown''.''Takedown'' and ''Legends''. All the cars have drivers equipped with safety gear in them. Even the traffic cars have helmeted drivers wearing fire suits!
Is there an issue? Send a MessageReason:
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* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VidoeGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on UsefulNotes/PlayStation2, UsefulNotes/XBox, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.

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* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VidoeGame/ProjectGothamRacing'', ''VideoGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on UsefulNotes/PlayStation2, UsefulNotes/XBox, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.

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* AntiFrustrationFeature: 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.



* BulletTime: After every crash.

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* BulletTime: After every crash.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.
* CameraScrew: As mentioned in Anti-Frustration Feature above, activating Impact Time in ''Burnout 3'' wouldn't move away from the cinematic crash camera, often making it next to impossible to actually aim at oncoming racers to hit. This was fixed in ''Burnout Revenge''.



--> ''You are 9 seconds behind!''

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--> ''You are 9 15 seconds behind!''



* 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.

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* 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.



* EarlyInstallmentWeirdness: Burnout 1 oh-so-much. There's no Takedowns (that came in 3), races operate on the Checkpoint system (went away in 2), you have to fill the boost meter by about a third 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. 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 and thus had the budget to increase the graphical fidelity.



* MultiPlatform

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* MultiPlatformMultiPlatform:
** ''Burnout 2'', ''3'' and ''Revenge'' are available on PS2 and Xbox, with ''Revenge'' also appearing on 360 and ''2'' on Gamecube.
** ''Legends'' was released on UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS, while ''Dominator'' was on [=PS2=] and [=PSP=].
** ''Paradise'' came out on [=PS3=] and Xbox 360, with its remaster coming out on [=PS4=] and Xbox One.
** Averted with the original ''Burnout'', which was exclusive to [=PS2=].



* NoOneCouldSurviveThat: The crashes. ''All of them.''

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* NoOneCouldSurviveThat: The crashes. ''All of them.''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!



* 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 UpToEleven: being a launch-window next-gen title, the tracks are ''bathed'' in blooming effects that seem to distract more than they awe-inspire.



* RevengeOfTheSequel: The fourth game, titled ''Burnout Revenge''.
* SignatureMove: In ''Takedown'', 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]]''.
** ''Dominator'' and ''Revenge'' also share this trope.
* StuffBlowingUp

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* RevengeOfTheSequel: The fourth game, titled ''Burnout Revenge''.
Revenge''. Apt as the game places much more focus on enacting revenge on the person who took you down, including for AI racers.
* SignatureMove: In ''Takedown'', ''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]]''.
**
Tuk-down]]''. In ''Dominator'' these are Signature Shortcuts which unlock quicker routes.
* 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 bus hard enough. In ''Revenge'' also share 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 trope.
* StuffBlowingUp
standard for ''all'' racers).

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