ATakedown is the result of forcing an opponent's vehicle to crash by either ramming it into a wall, knocking it outside of a boundary or by forcing it to collide with another vehicle. The player can ram a rival into a number of vehicles such as traffic or other opponents in order to take them down. There are special takedowns known as "Signature Takedowns" that can be performed by forcing a rival to crash into a certain location or vehicle.
A Wall Takedown has been featured in every Burnout Game since Burnout 3. A wall takedown can be executed simply by smashing a rival into a wall. This is the most basic takedown and is also the most common. It is only referred to as such in Burnout 3, Legends, and Dominator, as all other games simply refer to it as a Takedown.
A Multi-Takedown occurs when the player successfully takes down two or more rivals at once. The most difficult of multi-takedowns is known as the "Total Takedown" where the player must takedown five rivals at once (basically, all of the opponents in a race event). This was introduced in Burnout 3: Takedown but can be acquired under easier terms in Burnout Revenge using a Crashbreaker.
A Revenge Takedown is where the player has taken down a rival that had previously taken them down. If a player is taken down by a rival then that rival will be marked as a Revenge Rival. If the player takes down their Revenge Rival then the player will have a committed a Revenge Takedown.
These Revenge Rivals were marked by a red arrow above their vehicle. Revenge Takedowns were featured in Burnout 3 (where they were simply referred to as "Revenge!") but were revamped and became the main focus of Burnout Revenge.
The Xbox 360 version of Burnout Revenge saw the first additions of Rivalries in Online Games. These rivalries were tracked between players which meant that a player that was marked for revenge would always be until taken down by the player seeking revenge. Online Rivalries was also a part of all versions of Burnout Paradise but can only be viewed during Online Races and Freeburn Online Session that don't have a challenge activated.
A Traffic Takedown is where a player forces a rival into a traffic vehicle. Any traffic vehicle will suffice for a traffic takedown but will not necessarily state the takedown a traffic takedown. Ramming a rival into a specific vehicle could state a different takedown such as a car or bus takedown.
A Traffic Check Takedown is where the player has rammed a traffic vehicle into a rival. The traffic vehicles required for this type of takedown are usually cars and vans that are travelling in the same direction as the player.
A Grinding Takedown is where the player pins a rival against a wall for a large amount of time and across a great distance until it forces the rival to crash. This takedown has been featured in every game since Burnout 3: Takedown.
A T-Bone Takedown is where the player rams into the side of a rival's vehicle, forming the shape of a letter T. These takedowns typically occur as the result of P.I.T maneuvers, players meeting at intersections, stationary rivals or spinning rivals.
Vertical Takedowns were introduced in Burnout Revenge and were required to meet a criteria for each Challenge Sheet. Vertical Takedowns also appear in Burnout Dominator and are part of a few Freeburn Challenges in Burnout Paradise.
A Crashbreaker takedown is where the player has detonated their vehicle in an event other than a Crash event and caused a rival to either explode or crash. The force of a crashbreaker is determined by the amount of boost with a player's boost bar and could be detonated only after crashing. The crashbreaker can be used alongside Aftertouch so that the player can reach other rivals for maximum coverage once the crashbreaker is detonated.
Crashbreaker takedowns are only featured in Burnout Revenge and Burnout Dominator. However, in the PlayStation Portable version of Burnout Dominator, Total and 4 Way Payback takedowns are not possible, due to there being only 3 rivals.
An Aftertouch Takedown is where the player has driven their crashed vehicle into a rival's vehicle. These takedowns can be performed only after the player has crashed their vehicle. Aftertouch is activated after the player has crashed their vehicle and can be steered into rivals so long as the vehicle has sufficient momentum.
Aftertouch takedowns specifically feature in Burnout 3, Burnout Legends, Burnout Revenge and Burnout Dominator. Aftertouch does not return in Burnout Paradise but a takedown can be performed after crashing although- is not credited as an Aftertouch takedown
A Signature Takedown is the player has forced a rival to crash into a specific location or vehicle on a track. If a player rams a rival into a Signature Takedown then a special camera shot effect can be seen and heard. These takedowns feature in Burnout 3, Burnout Legends and Burnout Revenge but in Burnout Dominator they are replaced by Signature Shortcuts.
A Rival Takedown is where a player takes down a rival a certain number of times to unlock their vehicle. This type of takedown is only in Burnout Dominator but returns in the form of a Shut Down in Burnout Paradise.
A Chaser Takedown is where a player takes down a Marked Man in Burnout Paradise's Online Marked Man game mode. It can be any form of takedown but will state to other players that it was a Chaser Takedown.
Settling the Score is an aspect first introduced in the Xbox 360 version of Burnout Revenge. Settling the Score is where a player has taken down a rival that has been marked for Revenge. When a score is settled then neither player will be marked for revenge. The amount of times a score has been settled is shown to the player at the beginning of each event as long as there is a rivalry to show.
A "Takedown Streak" is where a player earns a takedown within 10 seconds of each other. A takedown chain has featured in Burnout 3, Burnout Legends, Burnout Dominator and Burnout Paradise but not in Burnout Revenge.
Takedown Streaks vary between games. The highest a Streak could go in Burnout 3 and Burnout Dominator is 5 takedowns while the highest in Burnout Paradise is 10. Any form of takedown counts towards a Takedown Streak except Crashbreaker and Aftertouch Takedowns.
Perhaps make it based on relative velocity instead of absolute velocity since, in Rocket League, you can demo someone by just tapping them as long as you are going the right velocity even if the victim of your demo is traveling along almost the same velocity (if that makes sense). You can see that happening at the 3 minutes and 45 second mark in the above video. The car in front that gets demoed is going quite fast and so it seems strange that a small relative velocity difference ended in a demo.
For instance, when entering takedown mode you might add some additional force pushing the objects upwards just so that things look more impressive, change the mass/drag of objects so that they fly in more satisfying arcs, and maybe tweak angles and velocities so that you can frame shots nicely. But who knows, perhaps just slo-mo and particles will get the job done?
It seems utter madness that a game of the quality of Burnout 2 wasn't a massive hit outside of Europe. Maybe it was Acclaim's ongoing inability to compete with the big guns in the US that was to blame, or maybe consumers weren't that convinced about the original and wrongly assumed the quick-fire sequel would be more of the same. They couldn't have been more wrong, and the fact that it still stands out as one of the best looking games and most addictive ever says a lot. Acclaim's loss was very much EA's gain, and if any games publisher in the world knows how to sell to the Yanks, it's EA. If Burnout 3 sells less than four times what its predecessor sold we'd be very surprised indeed.
Despite EA already having a best seller in the racing genre in Need For Speed Underground, it was a no-brainer for EA to sign Burnout 3. Criterion has, over the last three years, carved a category all of its own, featuring a crash-based all-action style of racing that no other game has come anywhere near to matching. The question that troubled hardcore followers of the series though was just how evident EA's paw prints would be on the game. Would it be diluted for the masses, or would the Brits hold out and stick to their guns?
The influence EA has had on Burnout 3's gestation cannot be underestimated, but rather than being forced it's a mutual appreciation. You can see it, hear it and feel it everywhere, but given Criterion's love for SSX it was undeniably a match made in heaven when EA jumped the queue and snapped up the rights to publish the game from under everyone else's noses. EA was so impressed it then bought the bloody company only a few months later in as canny a piece of games industry business as you'll ever see. Now not only does it have the world's best arcade racing developer, but the industry's leading middleware provider. All it needed was the game to match.
What did we expect from Burnout 3? More tracks, modes, cars, better graphics? Naturally. Online? Of course. Once EA inked that deal with Microsoft back at E3 we knew our Burnout 3 dreams were going to come true. We were fully excited, almost carried away with the idea of being able to translate the offline gameplay into six player racing, Party Crash and the rest. The only grey area was how long had Criterion been working on Live? Was it bolted on at the last minute? We'd been told in the past that there was definitelyno Live play. Not the ideal preparation for what, next to Halo 2 and PES 4, was the year's biggest Xbox Live offering. Nevertheless, how could anyone with access to PS2 or Xbox online gaming not feel a pang of excitement? The gameplay was so well suited to online multiplayer it would have been a heinous crime not to base the game around it.
But before we dive headlong into our online indulgence, it's important to acknowledge the fact that the vast majority of the people that buy this game will never play it online. Does that matter? Amazingly, no. For the thirty or so hours we were surgically attached to the TV playing this game, the vast majority of that was played offline on our own, unlocking all 100 crash junctions, attempting to battle through all 76 races and trying to scoop gold medals and headlines. It's an absolutely mammoth game, make no mistake.
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