

The addictive gameplay and visuals were widely praised by reviewers, many of whom ranked Burnout 3: Takedown among the best games released on the PlayStation 2 and Xbox. Critics were enthused by the shift to a more aggressive style of racing game and the addition of gameplay mechanics like Takedowns. Upon release, Burnout 3: Takedown received critical acclaim from the video game press becoming one of the highest rated racing video games of all time and is considered by many to be one of the greatest video games of all time. The game launched in September 2004 on the PlayStation 2 and Xboxvideo game consoles.
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Over a year later, EA acquired Criterion and the Burnout series their high expectations for Burnout 3: Takedown was influential in the acquisition.

EA later approached Criterion about reuniting and partnering on a game, and so Criterion began developing Burnout 3: Takedown in June 2003 on the condition that EA would not interfere in the creative process.

However, disagreements over the game's creative direction led to its cancellation and falling out between the two companies. Prior to the creation of Burnout 3: Takedown, UK-based development studio Criterion had been collaborating with publisher Electronic Arts (EA) on a skating video game. The game supports both online and split-screen multiplayer. Each game variant is featured in a single-player campaign mode called World Tour, which serves as the primary method for unlocking new and faster cars. Aside from standard circuit races, the game features modes focused on performing Takedowns on rival vehicles and causing monetary damage at a junction occupied with traffic. Takedowns work in conjunction with the boost system by filling up and extending the boost meter. The central mechanic introduced in Burnout 3 is Takedowns, which allow players to slam their opponents until they crash. A staple of the series is the use of boost, earned through risky driving, to rapidly increase a car's speed. It is the third instalment in the Burnout series, which is characterised by fast-paced arcade racing. In the end, I say it's a great title worth purchasing if you're playing alone, or with friends.īurnout 3: Takedown is a racing video game developed by Criterion Games and published by Electronic Arts. However, to balance that, splash in a bit of Xbox Live support, and you've probably got the coolest multiplayer racing game ever made. On the negative, Burnout 3: Takedown's primary weakness is a rubberband AI that is too unintelligent to compete with you on the track, so it's given a teleporting ability that keeps it within six seconds of being behind you. It's a very different experience, as it's nowhere near as organic, but in the end, it makes for much more even multiplayer, as no one can pull that far ahead too easily. Instead of the sweet spot that you had to aim for previously, this time you've got the ability to go into 'aftertouch' once you've crashed, and miraculously steer your car while it's crashing, all to the effect of getting precious score multipliers, cash bonuses, and crashbreaker explosions that rip everything up. Instead of the thirty or so junctions of old, you've now got one hundred. From the racing end of things, each of their many modes is well built, played out on massive tracks, with a new boosting system that rewards you for taking risks, but is focused primarily on the takedown, wrecking your opponent's car.Ĭrashing too has changed.

Focusing on both straight up races and crash junctions, it makes good use of its gameplay modes by giving you many different ways in which to compete. I can't say that you'll strike gold in the very first race, but I can guarantee that, if given any time at all, Burnout 3: Takedown will make it onto the 'oft played' section of your console game shelf. Now, with Burnout 3: Takedown, obviously a lucky number, EA has struck absolute gold with this title. It's hard to drive through an intersection without thinking to myself, 'Gee, this would make a great crash junction.'? Fortunately, I've never acted on this impulse, but I haven't needed to.
