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* VersionSpecificContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is given the subtitle "Developer's Cut", in the form of new car skins and extra Crash Zones.

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* VersionSpecificContent: VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is given the subtitle "Developer's Cut", in the form of new car skins and extra Crash Zones.
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* VersionSpecificContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is given the subtitle "Developer's Cut", in the form of new car skins and extra Crash Zones.
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* DownloadableContent: The Xbox 360 version of ''Revenge'' includes some downloadable skin variants of certain cars, usually sponsored (like an Xbox 360 or Plantronics-themed Revenge Racer). The PSP version of ''Dominator'' offered two downloadable circuits (Carnival Point, set in Brazil, and Red Gate, set in Russia) which had to be obtained from the ''Burnout'' website and added directly to the Memory Stick (these courses were also originally going to be in the PS2 version but were cut for some unspecified reason). ''Paradise'' has several DLC packs including an expansion called "Big Surf Island".

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* DownloadableContent: The Xbox 360 version of ''Revenge'' includes some downloadable skin variants of certain cars, usually sponsored (like an Xbox 360 or Plantronics-themed Revenge Racer). The PSP version of ''Dominator'' offered two downloadable circuits (Carnival Point, set in Brazil, and Red Gate, set in Russia) which had to be obtained from the ''Burnout'' website and added directly to the Memory Stick (these courses were also originally going to be in the PS2 [=PS2=] version but were cut for some unspecified reason). ''Paradise'' has several DLC packs including an expansion called "Big Surf Island".
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* DownloadableContent: The Xbox 360 version of ''Revenge'' includes some downloadable skin variants of certain cars, usually sponsored (like an Xbox 360 or Plantronics-themed Revenge Racer). The PSP version of ''Dominator'' offered two downloadable circuits (Carnival Point, set in Brazil, and Red Gate, set in Russia). ''Paradise'' has several DLC packs including an expansion called "Big Surf Island".

to:

* DownloadableContent: The Xbox 360 version of ''Revenge'' includes some downloadable skin variants of certain cars, usually sponsored (like an Xbox 360 or Plantronics-themed Revenge Racer). The PSP version of ''Dominator'' offered two downloadable circuits (Carnival Point, set in Brazil, and Red Gate, set in Russia).Russia) which had to be obtained from the ''Burnout'' website and added directly to the Memory Stick (these courses were also originally going to be in the PS2 version but were cut for some unspecified reason). ''Paradise'' has several DLC packs including an expansion called "Big Surf Island".
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* BootstrappedTheme: The theme tune from ''Burnout 2'' would eventually come to represent the series as a whole. It gets reused as-is in the title screen of the 360 version of ''Revenge'' and then an extended version (that mixed the main melody with the surf rock version from the "Ocean Sprint" course in ''2'') was used as the main theme of ''Dominator''. The main theme for ''Burnout Paradise'' (before it got replaced with the RealSongThemeTune "Paradise City" by Guns 'n Roses) was a new theme that kept the same main riff while the ''Dominator'' theme was also included in the soundtrack (now called "Burnout 2002 Reprise").

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* BootstrappedTheme: The theme tune from ''Burnout 2'' would eventually come to represent the series as a whole. It gets reused as-is in the title screen of the 360 version of ''Revenge'' and then an extended version (that mixed the main melody with the surf rock version from the "Ocean Sprint" course in ''2'') was used as the main theme of ''Dominator''. The main theme for ''Burnout Paradise'' (before it got replaced with the RealSongThemeTune "Paradise City" by Guns 'n Roses) was a new theme that kept the same main riff while the ''Dominator'' theme was also included in the soundtrack (now called "Burnout 2002 Reprise").Reprise"; snippets of the ''Paradise'' theme also appear in ''Dominator'' during the prerendered cutscenes).
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* BootstrappedTheme: The theme tune from ''Burnout 2'' would eventually come to represent the series as a whole. It gets reused as-is in the title screen of the 360 version of ''Revenge'' and then an extended version (that mixed the main melody with the surf rock version from the "Ocean Sprint" course in ''2'') was used as the main theme of ''Dominator''. The main theme for ''Burnout Paradise'' (before it got replaced with the RealSongThemeTune "Paradise City" by Guns 'n Roses) was a new theme that kept the same main riff while the ''Dominator'' theme was also included in the soundtrack (now called "Burnout 2002 Reprise").
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* ButtonMashing: The Crashbreaker in ''Revenge''[='s=] Crash Mode needs to be primed when it's ready to be used. Once the Crashbreaker meter is full you have to start rapidly tapping the boost button to refill the meter to maximum before the car detonates on its own. The more full the meter is the larger the explosion. Expect to have a tired wrist if you want the biggest booms.
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* DownloadableContent: The Xbox 360 version of ''Revenge'' includes some downloadable skin variants of certain cars, usually sponsored (like an Xbox 360 or Plantronics-themed Revenge Racer). The PSP version of ''Dominator'' offered two downloadable circuits (Carnival Point, set in Brazil, and Red Gate, set in Russia). ''Paradise'' has several DLC packs including an expansion called "Big Surf Island".
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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. It's main new game mode is Maniac, which is a precursor to Stunt Mode where players would earn points through dangerous driving that is multiplied by your Burnout count. While the Crash Mode was gone, the Crashbreaker is now featured in every single event in the game. ''Dominator'', alongside ''Legends'', is the only game in the series that was not developed by Criterion, as they were busy working on...[[index]]

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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.Burnout, as well as dropping traffic checking. There is less verticality this time around and tracks are not as wide as in ''Revenge'', but the Signature Takedown feature from ''Takedown'' and ''Revenge'' was reworked into Signature Shortcuts, yellow barriers in the track that would be knocked down by forcing a rival to crash into it. It's main new game mode is Maniac, which is a precursor to Stunt Mode where players would earn points through dangerous driving that is multiplied by your Burnout count. While the Crash Mode was gone, the Crashbreaker is now featured in every single event in the game. ''Dominator'', alongside ''Legends'', is the only game in the series that was not developed by Criterion, as they were busy working on...[[index]]
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* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups). 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).

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* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups). A modified boosting system was introduced in ''3'' that used an incremental meter that allowed boosting at any time so long as the meter was partially filled (this also removed the Burnout mechanic present in the previous two games), which could be extended through Takedowns up to four times its original length. It also featured a similar map system to ''2'', only this time with three maps across the USA, Europe and Far East as part of the World Tour mode hosted by DJ Stryker on Crash FM. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series.[[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).
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* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups) 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).

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* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups) pickups). 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).
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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, 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 decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra 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 Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable and the UsefulNotes/NintendoDS. Released on the same day as ''Revenge'', it's effectively a Best Of collection, being 80% a direct port of ''Takedown'' and 20% an adaptation of certain tracks and cars from ''Burnout'' and ''Point of Impact''. The game also introduced Collector Cars: the name of your Profile when you create it determines an algorithm that unlocks one of five Collector Cars in each class in World Tour mode, [[GottaCatchEmAll meaning you have to race and win against human opponents to get them all]].
* '''''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...

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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, 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 which is done through dangerous driving while boosting.techniques such as driving into oncoming traffic and drifting. 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 Changes to the racing gameplay included a larger emphasis on boosting through the introduction of Burnout boost chains (that is refilling your boost meter while boosting to keep the boost unbroken through multiple bars; this was possible in the original game also but it wasn't acknowledged until ''2'') and instituting the requirement that boost be spent all at once (letting go of the boost button caused you to lose your boost until the bar was refilled). A new "Pursuit" mode was added that allowed you to use a cop car to chase down a fleeing rival vehicle and stop them before they reached the maximum distance (a precursor to ''3''[='s=] Takedown gameplay). The locale featured a single "map" with tracks in geographic relation to one another, with some tracks being a combination of several smaller tracks, or even a single point-to-point route. Released on the same systems as the original.
* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups) 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 Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable and the UsefulNotes/NintendoDS. Released on the same day as ''Revenge'', it's effectively a Best Of collection, being 80% a direct port of ''Takedown'' and 20% an adaptation of certain tracks and cars from ''Burnout'' and ''Point of Impact''. The game also introduced Collector Cars: the name of your Profile when you create it determines an algorithm that unlocks one of five Collector Cars in each class in World Tour mode, [[GottaCatchEmAll meaning you have to race and win against human opponents to get them all]].
all]]. Also revived ''Point of Impact''[='s=] Pursuit mode.
* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through small, same-way traffic and send it flying at rival racers and other vehicles. Instead of a World Tour, the game had you progress through ranks by earning Rating Stars for your racing (Single Event mode was also removed). The game also kept track of Revenge Rivals who took you down either during a single offline event or for all-time in an online event, hence the name. Also introduced was Traffic Attack mode, where you must use traffic checking to cause as much damage as possible, and Crashbreaker event variants let you use it in non-Crash events. Tracks are also much wider and have many more ramps than before to take advantage of the new Vertical Takedown. Course design also includes shortcuts and alternate routes in more varied ways than previous installments. Crash Mode meanwhile removes the tokens from 3, but this time your car has a Crashbreaker meter that fills with each car that crashes (and it can fill multiple times), as well as a Target Car to nail worth a serious amount of cash. For the [=PS2=] and Xbox versions Crash Mode also includes a new golf swing-style meter that lets you set your speed and power before the approach (this was removed in the Xbox 360 version). This is the last game in the series for the original UsefulNotes/{{Xbox}}, but...



* MadeOfPlasticine: Played with somewhat realistically, Going over 150 down a busy street with more often than not, result in your car crumpling like a tin can, as you get faster cars, you are trading durability for speed.

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* MadeOfPlasticine: Played with somewhat realistically, Going over 150 down a busy street with more often than not, result in your car crumpling like a tin can, as you get faster cars, you are trading durability for speed. The original game made it very easy to crash out but later installments were more forgiving as the series shifted towards a focus on boosting and later car-to-car combat.
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** In a more generic sense, you couldn't do burnouts in ''Burnout''. They were added in ''Point of Impact'' (tap the brake button at the start of the race then hold the throttle to spin your wheels; hitting the throttle again when the countdown is complete and you get a boost start). ''Takedown'', ''Revenge'', and ''Legends'' have rolling starts so you can't do burnouts at the start of races but you can do them in Crash Mode (''Takedown'' and ''Legends'' give the same boost start but ''Revenge'' has a different gameplay mechanic for Crash Mode; your cars wheels still spin at the line, though). ''Dominator'' does away with Crash Mode so the only starts are rolling, meaning no burnouts period. ''Paradise'' lets you do them just by holding both triggers at the same time (which is also how you start events at stoplights).

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** In a more generic sense, you couldn't do burnouts in ''Burnout''. They were added in ''Point of Impact'' (tap the brake button at the start of the race then hold the throttle to spin your wheels; hitting the throttle again when the countdown is complete and you get a boost start). ''Takedown'', ''Revenge'', and ''Legends'' have rolling starts so you can't do burnouts at the start of races but you can do them in Crash Mode (''Takedown'' and ''Legends'' give the same boost start but ''Revenge'' has a different gameplay mechanic for Crash Mode; your cars car’s wheels still spin at the line, though). ''Dominator'' does away with Crash Mode so the only starts are rolling, meaning no burnouts period. ''Paradise'' lets you do them just by holding both triggers at the same time (which is also how you start events at stoplights).

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Removed: 453

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* 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.



* 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.
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Added DiffLines:

** In a more generic sense, you couldn't do burnouts in ''Burnout''. They were added in ''Point of Impact'' (tap the brake button at the start of the race then hold the throttle to spin your wheels; hitting the throttle again when the countdown is complete and you get a boost start). ''Takedown'', ''Revenge'', and ''Legends'' have rolling starts so you can't do burnouts at the start of races but you can do them in Crash Mode (''Takedown'' and ''Legends'' give the same boost start but ''Revenge'' has a different gameplay mechanic for Crash Mode; your cars wheels still spin at the line, though). ''Dominator'' does away with Crash Mode so the only starts are rolling, meaning no burnouts period. ''Paradise'' lets you do them just by holding both triggers at the same time (which is also how you start events at stoplights).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MadeOfPlasticine: Played with somewhat realistically, Going over 150 down a busy street with more often than not, result in your car crumpling like a tin can, as you get faster cars, you are trading durability for speed.
Is there an issue? Send a MessageReason:
Some edits.


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

to:

** '''''Burnout Revenge'' [Xbox 360] (2006)''': The UpdatedRerelease of ''Burnout Revenge'' released a few months after the original with several extra features, and is the first Burnout ''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 made backwards compatible with the UsefulNotes/XboxOne in May 2018.



** '''''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 slated for a June 2020 release, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.[[index]]
* '''''VideoGame/BurnoutCRASH'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.[[/index]]

to:

** '''''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 slated for a was released in June 2020 release, 2020, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.[[index]]
* '''''VideoGame/BurnoutCRASH'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade.Live. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.[[/index]]
Is there an issue? Send a MessageReason:
Difficulty Spike became a YMMV trope


* DifficultySpike: In ''Takedown'', ''Revenge'' and ''Dominator'', the player can unlock Special Events, where they must complete a Burning Lap in one of the fastest cars in the game (these events are unlocked as early as the first half-hour of play). [[ThatOneLevel Two particularly famous]] Special Events from ''Takedown'' involve using an F1 car on the longest track in Europe and the longest track ''in the game'' in the Far East, with lap times so stringent you can't get the Gold time if you crash even ''once''.
Is there an issue? Send a MessageReason:
None


** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the ''VideoGame/Thrill Drive'' franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.

to:

** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the ''VideoGame/Thrill Drive'' ''VideoGame/ThrillDrive'' franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.
Is there an issue? Send a MessageReason:
None


** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the [[Thrill Drive]] franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.

to:

** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the [[Thrill Drive]] ''VideoGame/Thrill Drive'' franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.
Is there an issue? Send a MessageReason:
added link to thrill drive


** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the Thrill Drive franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.

to:

** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the Thrill Drive [[Thrill Drive]] franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.

Changed: 39

Removed: 73

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Several edits.


* '''''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...
* '''''VideoGame/BurnoutParadise'' (2008):''' The first ''Burnout'' game to come out on UsefulNotes/PlayStation3 and UsefulNotes/MicrosoftWindows, along with the Xbox 360. This game completely overhauled the series, putting it in a WideOpenSandbox called Paradise City. Crash mode was replaced with Showtime mode, which allowed players to instantly turn any road into a crash junction in what almost feels like ''VideoGame/KatamariDamacy'' with explosions. Takedowns and Road Rage mode returned, but traffic checking could only be done by the heaviest vehicles, and Aftertouch Takedowns were sadly removed. New for the series were Stunt Runs, where players had to rack up points pulling off stunts (essentially a skateboarding game with a car), and Marked Man mode, where you have to get to a destination while being hounded by supercharged armored cars trying to wreck you.
** '''''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 slated for a June 2020 release, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.
* '''''VideoGame/BurnoutCRASH!'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.

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...
on...[[index]]
* '''''VideoGame/BurnoutParadise'' (2008):''' The first ''Burnout'' game to come out on UsefulNotes/PlayStation3 and UsefulNotes/MicrosoftWindows, along with the Xbox 360. This game completely overhauled the series, putting it in a WideOpenSandbox called Paradise City. Crash mode was replaced with Showtime mode, which allowed players to instantly turn any road into a crash junction in what almost feels like ''VideoGame/KatamariDamacy'' with explosions. Takedowns and Road Rage mode returned, but traffic checking could only be done by the heaviest vehicles, and Aftertouch Takedowns were sadly removed. New for the series were Stunt Runs, where players had to rack up points pulling off stunts (essentially a skateboarding game with a car), and Marked Man mode, where you have to get to a destination while being hounded by supercharged armored cars trying to wreck you.
you.[[/index]]
** '''''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 slated for a June 2020 release, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.
''Legends''.[[index]]
* '''''VideoGame/BurnoutCRASH!'' '''''VideoGame/BurnoutCRASH'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.
games.[[/index]]



* AnnouncerChatter: A rather annoying one (to most) in ''Burnout CRASH!''
Is there an issue? Send a MessageReason:
Edit on Darker and Edgier.


** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the Thrill Drive franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, without police and pedestrians present thankfully). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.

to:

** The first game compared to the rest of the franchise and to street racing games in general (only being surpassed by the Thrill Drive franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, fortunately without police and pedestrians present thankfully).present). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.
Is there an issue? Send a MessageReason:
Edit on Darker and Edgier.


** The first game compared to the rest of the franchise. Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.

to:

** The first game compared to the rest of the franchise.franchise and to street racing games in general (only being surpassed by the Thrill Drive franchise, especially the first Thrill Drive game (you could run over pedestrians for starters, which wasn't [[PlayedForLaughs Played For Laughs]] at all), the first Burnout game was based on the first Thrill Drive, without police and pedestrians present thankfully). Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.

Added: 1891

Changed: 2161

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Several edits. Added entry in Anti Frustration Features and also edited a line. Added an entry in Darker and Edgier, Reality Ensues, edited lines in Reality Ensues.


*** Difficulty is determined by the starting position of the AI drivers, meaning that the AI driver that starts in last place will be the Easy/worst driver of the race, while the AI driver that starts in first place will be the Hard/best driver of the race, meaning that, while it's a good idea to be driving a good car in the first place, you could end up with the AI driver that started the race in first place driving a crappy car, meaning that even the AI will struggle to stay in 1st Place, if not end up crashing alarmingly often, sometimes end up crashing in front of the Player, while the driver that started in last place to end up driving the best car in that class or range but end up dead last anyway due to being prone to crashing all the time. This feature can be found in the first game and onwards.

to:

*** The unlockable Survival Mode is completely optional, allowing the player to skip it. It doesn't feature any sort of reward for surviving all of the tracks other than [[BraggingRightsReward Bragging Rights Reward]].
**
Difficulty is determined by the starting position of the AI drivers, meaning that the AI driver that starts in last place will be the Easy/worst driver of the race, while the AI driver that starts in first place will be the Hard/best driver of the race, meaning that, while it's a good idea to be driving a good car in the first place, you could end up with the AI driver that started the race in first place driving a crappy car, meaning that even the AI will struggle to stay in 1st Place, if not end up crashing alarmingly often, sometimes end up crashing in front of the Player, while the driver that started in last place to end up driving the best car in that class or range but end up dead last anyway due to being prone to crashing all the time. This feature can be found in the first game and onwards.



** The first game compared to the rest of the franchise. Tragic variants of songs are featured (they play when the player crashes several times in a race). [[RealismInducedHorror Realism-Induced Horror]] is heavily prevalent in the game, starting from the realistic traffic density, causing a lot of tension from being unable to avoid crashing into traffic when making turns, intersections can also get heavily congested, meaning that even opponents will end up crashing often. This is the only game in the franchise where Survival Mode is present (the player races against the clock, traffic patterns are random, the player only has one life during the race, crashing results in a Game Over), making it the most realistic depiction of street racing ever seen in a game before or since.



** 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.
** 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.

to:

** The unlockable Survival Mode on the Special menu in the first game where game. As the name suggests, the player only has one life and the traffic has completely random traffic patterns. Crashing a car at high speeds would leave patterns (the player races against the car completely destroyed, thus rendering it undrivable clock instead of opponents in real life after all, if not outright end up dying this mode). This will result in the crash.
** Driving at high speeds in congested traffic in any of the games causes
the player having a higher chance to crash as traffic will appear everywhere, crashing will give you a Game Over. Careful driving is highly recommended.
** Sometimes, the player or the opponents will
end up crashing with a car that happened to be crossing at an intersection, with little to no time to react. 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.
react.
** Trying to perform a Takedown in the first and second games will cause the Player to end up causing a double crash crashing 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.
opponent.
** 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. happens.
** Opponents can end up crashing without player input in any of the games, sometimes taking multiple drivers out.
** Some tracks take place in cities, causing an increased density of traffic where high speed crashes will very likely happen, sometimes blocking entire intersections on the spot.
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None


* '''''VideoGame/Burnout CRASH!'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.

to:

* '''''VideoGame/Burnout CRASH!'' '''''VideoGame/BurnoutCRASH!'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.
Is there an issue? Send a MessageReason:
Added a new page link for CRASH!


* '''''Burnout CRASH!'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.

to:

* '''''Burnout '''''VideoGame/Burnout CRASH!'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.
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None

Added DiffLines:

* NoPlotNoProblem
Is there an issue? Send a MessageReason:
Duplicated entries listed under a red-linked trope


* 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.

Added: 1199

Changed: 2001

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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 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.
** Burnout 2 isn't even able to escape this: the high production values and licensed soundtracks didn't show up until 3 when Criterion were snapped up by EA. Crash mode is also much trickier as you cannot use Crashbreakers and Aftertouch to move your car to a different part of the intersection after the initial crash, nor pick up tokens. And while they are more lenient, it also still has the timed Checkpoint system from the original.

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* EarlyInstallmentWeirdness: Burnout 1 EarlyInstallmentWeirdness:
** ''Burnout 1''
oh-so-much. There's no Takedowns (that came in 3), ''3''), races operate on a timed Checkpoint system (went away in 3), ''3''), you have to fill the boost meter completely before you can use it, there's no licensed music (again, 3), ''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.
** Burnout 2 ''Burnout 2'' isn't even able to escape this: the high production values and licensed soundtracks didn't show up until 3 ''3'' when Criterion were snapped up by EA. Crash mode is also much trickier as you cannot use Crashbreakers and Aftertouch to move your car to a different part of the intersection after the initial crash, nor pick up tokens. And while they are more lenient, it also still has the timed Checkpoint system from the original.



* ExactlyWhatItSaysOnTheTin: Crash mode.

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* ExactlyWhatItSaysOnTheTin: Crash mode. You deliberately have to crash your car in a dense traffic.



* 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. 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.

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* LuckBasedMission: 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. 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.



* NintendoHard: The original Burnout. Unlike later games, crashing is a SEVERE penalty as not only do you lose a lot of ground and respawn practically at a standing start, but you have to make it through Checkpoints before the clock runs out (something which your opponents aren't obliged to do), with times much more stringent than in the second game. On top of that, Championships have a credit limit that locks you to three retrys for the ''entire event''. Boosting is also not as useful because you have a high likelihood of crashing, which often loses you so much time it's better to just ''not Boost at all''. Winning is often a matter of driving carefully rather than dangerously!

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* NintendoHard: The original Burnout.''Burnout''. Unlike later games, crashing is a SEVERE penalty as not only do you lose a lot of ground and respawn practically at a standing start, but you have to make it through Checkpoints before the clock runs out (something which your opponents aren't obliged to do), with times much more stringent than in the second game. On top of that, Championships have a credit limit that locks you to three retrys for the ''entire event''. Boosting is also not as useful because you have a high likelihood of crashing, which often loses you so much time it's better to just ''not Boost at all''. Winning is often a matter of driving carefully rather than dangerously!



* NoOneCouldSurviveThat: The crashes. ''All of them''. Played more straight when a car (including yours) is rammed off a cliff: you'll all respawn back on the track to continue the race!

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* NoOneCouldSurviveThat: NoOneCouldSurviveThat:
**
The crashes. ''All of them''. Played more straight when a car (including yours) is rammed off a cliff: you'll all respawn back on the track to continue the race!



* OhCrap, ThisIsGonnaSuck: ''You'', the player in any of the games. When your car is blasting through traffic at ludicrous speeds, anything you hit is going to turn your car into a pile of scrap. If you see a wall or traffic coming at you at over 100 mph, this is going to be your reaction.

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* OhCrap, ThisIsGonnaSuck: ThisIsGonnaSuck:
**
''You'', the player in any of the games. When your car is blasting through traffic at ludicrous speeds, anything you hit is going to turn your car into a pile of scrap. If you see a wall or traffic coming at you at over 100 mph, this is going to be your reaction.

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