As this game is set to release next week, I figured we might as well start discussion now. Who else is excited? Will it be better than the first game? WHO KNOWS?!
Also, in a strange show of complete honesty, Gaijin just posted about the build differences. It kind of sounds like the Wii U version might be the best version? Unless you have a good controller for your PC? The PS3 version is missing some stuff and the Xbox 360 version has the worst load times, apparently.
The cannon thing would be a fun minigame, but it's maddening at the end of a level. Plus, I suck at it! Does the vertical speed of the cannon affect the trajectory?
@Zero Yes, that aspect of Burnout 3 was terrible. And the whole Takedown = full boost + bigger boost meter was unbalanced as hell, as well. Burnout 2 was a much more pure experience. (But Takedowns are still fun.)
Which one had the crazy simultaneous crash mode, where the player who can hit the multiplier wins, essentially? Was it Revenge PS2?
Damn, going for high scores in this game with the dancing is actually REALLY fun. Zero pointed out earlier that instead of dancing, they could have made it that jumping closer to obstacles could give you more points but the dancing is essentially that because timing your jumps correctly or dodging obstacles gives you more time to work dancing in in otherwise way too tight spots if you were to time it wrong. I could fit in dancing moves in the most ridiculous moments and it felt great Following the beat and pulling off all those move while watching your character break down is hilariously hypnotizing
So between the leaderboard glitch and the online component, I'm irritated.
I started a new level at max difficulty, forgetting about the glitch. So when I dropped the difficulty to get credit for the lower difficulty levels, my new low score saved over my higher one and I got wiped from the mini leaderboard. Then, when redoing it on hard to get my score back up there, the game went offline. I had no way of knowing that happened, but when I finished, I couldn't access the leaderboard. There's no way to reconnect in game that I could find... did I miss something? Regardless, once I quit and restarted, it didn't remember my new, high score because I registered it offline, apparently, so I had to do it again.
@Jargon I don't know about jumping closer to objects for more points. If this game is anything like the first BTR, sometimes you actually can't jump too close to something, because the sequence is designed so that you have to jump a little early in order to make it through. I think that would drive me crazy, haha.
@Jargon The gold bars feel like a fluid part of the game though. I mean, my whole complaint here is that the target thing feels so random. I feel ok if I screw up during the core gameplay and don't get a high score, but to screw up on this totally unrelated thing? Bah I say.
So... I just got a pretty high score on the first stage on easy. I really wish they would have separated the leaderboards by difficulty. I don't really follow the logic of not doing so. It's confusing trying to figure out the best way to get a high score, and whatever the case, I don't really want to be playing on easy anyway. I should get to see my scores against other people on the same difficulty level.
@Oldmanwinter Scoring depends heavily on a dance move that you don't learn until the beginning of the second world. It's weird.
I'm for getting rid of field goals and extra points altogether, but this is not nearly as unrelated to the rest of the game. You just have to press a button at the right time, same as the rest of the game.
@Jargon Everything in the rest of the game is based on RHYTHM though. If the end was set to music and you just had to press the button on the right beat, I'd agree. As it is, it requires a kind of spacial logic completely outside of rhythm that doesn't fit with what is otherwise clearly a rhythm game.
You mean like music music? Rock 'n Roll or something?
Why on Earth would you want to drown out one of the best soundtracks in gaming? But it's more than just a great soundtrack, even if you think you don't need the rhythm to play, when your movements are matching the rhythm it's sublime. I'd go so far as to say it is a huge part of the immersion factor of the game.
Hmm. I would, and I kind of did, in my review of the first game:
Because CommanderVideo is always running at the same pace, Gaijin was able to create an experience where the action in the gameplay always matches the beat of the music. Combined with the interactive music and sound effects, and some really sublime stage design, you can start to reach an almost zen-like state while playing where you no longer feel like you are controlling a character, but that you are involved in an interactive piece of music where every motion and beat comes together in perfect harmony. For a fan of electronic music and music creation like myself, this is pretty much a dream come true.