Burnout-revenge toch niet voor de xbox360??

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    DooMDooM
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    Er gaan geruchten over het internet dat Burnout-revenge zowel op de xbox alsook op de xbox360 zou worden uitgebracht.

    Maar het blijken toch geruchten te zijn als je het onderstaande intervieuw met Criterion leest.

    Ik heb even het betreffende stukje uit het intervieuw gelicht:

    Quote:

    IGN: Next-gen versions of Burnout Revenge have been appearing on several retailer websites, but an official confirmation as to whether or not the game is really happening has been hard to pin down. That said, what’s the deal? Is it coming to 360?

    Matt Webster: Everything you read on the Internet is true isn’t it? We’re currently focused on delivering the greatest Burnout experience for current-gen hardware.”

    Hieruit mag je concluderen dat er nu nog geen sprake van is.

    En dat is ook goed zo, op de huidige consoles ziet Burnout er gewoon keigoed uit, deze game heeft eigenlijk in mijjn opine nog geen nextgen nodig.

    Het is goed dat ze zich concentreren om een zo goed mogelijk product op de huidige consoles af te leveren.

    De rest van het intervieuw lees je hier:

    Quote:

    IGN: Since the game is about taking down opponents, have the cars been tweaked so that they’re easier (or more difficult) to take down?

    Matt Webster: When gamers got their hands on Takedown, they seemed to fall in love with Road Rage mode and being able to fight their rivals as they are racing (just like we did around the office). So this time around, we decided to make Burnout Revenge all about battling and fighting, rather than just pure racing. This really impacted the way we approached our track design more than anything else.

    In Takedown you were battling on tracks that were really built for racing. A great example of this is the Vineyard track which was amazing for racing, but really tough to find takedown opportunities. In Revenge every track is built for takedowns. Every corner, every ramp, every route is there to give players the opportunity to annihilate their rivals, and that is in addition to keeping the Burnout staples of being great to drift round, fun to speed on, and really accessible for all levels of players.

    It’s not about making your rivals harder or easier to take down, it’s about giving players more opportunities to take them down in style.

    IGN: And while we’re on the subject, are different car types harder or easier to take down because of what they are?

    Matt Webster: Every car class has it’s strengths and weaknesses. Race cars are light and fast, muscle cars are like a heavy-weight champ and stunt cars are something else all together. We’ll get more into the cars a bit later.

    IGN: Will there be anything capable of taking down busses and semi trucks?

    Matt Webster: While you can slam into traffic and use it as a weapon in Burnout Revenge, some things are still off limits. You can’t hit buses or semis. You can’t hit oncoming traffic. You can’t slam into cross traffic. That isn’t to say you can’t get creative to still take these guys out however. I’m sure you’ll find a way to improvise if you’re destructive enough.

    IGN: What are some of the new modes that focus on car to car battling and how do they work?

    Matt Webster: We’ll get more into the individual modes in the coming months, but the entire game revolves around battling and revenge. This is the only way to progress through the game — from the totally redesigned Crash and Road Rage modes to the all-new Traffic Attack.

    IGN: Has the multiplayer game been affected by the new battle focus?

    Matt Webster: Absolutely. Every nasty trick you can use to take down the AI cars in single player are now in your arsenal for multiplayer.

    IGN: You’ve stated previously that Takedown’s crash mode was like bowling and that Revenge’s crash mode is like golf. What does that mean in more specific terms?

    Matt Webster: You’ve seen a sneak peak at the new crash mode at E3, and we’ll have more to show you soon, but the golf versus bowling analogy stands.

    IGN: There’s a definite stylistic change to the game compared to Takedown, why the decision to change it?

    Matt Webster: Our art team is constantly pushing the limits of the hardware. While our earlier games were definitely reminiscent of the old-school SEGA-style racing games, we decided to move on, and make our world’s look and feel more like their real-world counterparts that we have based them on. In the case of our Detroit based track, this means grit, grime and a darker color palette, for our location based on Tokyo we created a flashier, high-tech urban feel. We aren’t about an authentic recreation of a city, we don’t feel that the city planners make the best locations for us to race and fight on!

    IGN: Next-gen versions of Burnout Revenge have been appearing on several retailer websites, but an official confirmation as to whether or not the game is really happening has been hard to pin down. That said, what’s the deal? Is it coming to 360?

    Matt Webster: Everything you read on the Internet is true isn’t it? We’re currently focused on delivering the greatest Burnout experience for current gen hardware.

    IGN: Looking forward, where can the Burnout series go from here?

    Matt Webster: Don’t worry, we’ve got a lot up our sleeves… Stay tuned!

    Bron: IGN.com

    +1 [DemoniC][EVL]

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