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Lavender Plays: Burnout 3: Takedown
Been a while since I've drawn Trevor. I think he's definitely a lucky guy... or I dunno XD
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Something about games like the Burnout series play on my childish desire for crashes and explosions. I know that if this particular title, Burnout 3: Takedown had existed eight or ten years ago, I would have been absolutely obsessed with it.
The racing itself is quite well designed. Moving away from the traditional arcade racing style of Burnout's 1 and 2, 3 puts a lot more emphasis on dueling with rivals and tighter roadways with plenty of obstacles and traffic. The sense of speed became more palpable, and the boost has been revamped to be a tool to fine tune your performance rather than a suicidal rush that has to all be used in one interval or else risk losing it. Though you can still do that in Takedown (in fact it's almost required to get gold medals in some of the power laps), it's certainly the biggest risk you can take.
The Crash Mode is still in effect, with an emphasis on “Aftertouch” control, where you can steer your wrecked vehicle through the air or along the road after you've lost all sensible control of it. In Crash Mode it becomes a means to collect bonus icons and to cause the absolute amount of carnage possible. While racing you can also use Aftertouch to make up for a wreck by slamming into opponents that try to pass you up after you've wiped out.
One thing I find this game does well is that it keeps the actual crashing aspect in a decent balance between cartoonish and realistic. So it's neither too goofy to ruin the immersion in the game proper, but it's also not so realistic that a sense of guilt is created. As a person that drives seven days a week and 20+ miles a day, I know how dangerous the road is. I'm never afraid of my own safety because I'm conscious of my defensive driving skills. But I am aware of how many others aren't so lucky, whether it be because of their own error or those of others sharing the road with them.
To me, I always thought that something like this game would be a sensitive subject to a lot of people, but I've never heard a lot of complaining about it when this game was popular. Perhaps it's because of exactly what I said; that there's enough disconnection from reality. That it plays on the childish desire to watch your Hot Wheels fly through the air, but on a scale you could never do when you were young.
***
Something about games like the Burnout series play on my childish desire for crashes and explosions. I know that if this particular title, Burnout 3: Takedown had existed eight or ten years ago, I would have been absolutely obsessed with it.
The racing itself is quite well designed. Moving away from the traditional arcade racing style of Burnout's 1 and 2, 3 puts a lot more emphasis on dueling with rivals and tighter roadways with plenty of obstacles and traffic. The sense of speed became more palpable, and the boost has been revamped to be a tool to fine tune your performance rather than a suicidal rush that has to all be used in one interval or else risk losing it. Though you can still do that in Takedown (in fact it's almost required to get gold medals in some of the power laps), it's certainly the biggest risk you can take.
The Crash Mode is still in effect, with an emphasis on “Aftertouch” control, where you can steer your wrecked vehicle through the air or along the road after you've lost all sensible control of it. In Crash Mode it becomes a means to collect bonus icons and to cause the absolute amount of carnage possible. While racing you can also use Aftertouch to make up for a wreck by slamming into opponents that try to pass you up after you've wiped out.
One thing I find this game does well is that it keeps the actual crashing aspect in a decent balance between cartoonish and realistic. So it's neither too goofy to ruin the immersion in the game proper, but it's also not so realistic that a sense of guilt is created. As a person that drives seven days a week and 20+ miles a day, I know how dangerous the road is. I'm never afraid of my own safety because I'm conscious of my defensive driving skills. But I am aware of how many others aren't so lucky, whether it be because of their own error or those of others sharing the road with them.
To me, I always thought that something like this game would be a sensitive subject to a lot of people, but I've never heard a lot of complaining about it when this game was popular. Perhaps it's because of exactly what I said; that there's enough disconnection from reality. That it plays on the childish desire to watch your Hot Wheels fly through the air, but on a scale you could never do when you were young.
Category All / Pokemon
Species Pokemon
Size 1280 x 995px
File Size 278.8 kB
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