

Quizzing the Criterion chaps about how long it will take to unlock everything, even those that have been playing the game for months claim that the best anyone's managed is 24 hours in gameplay time. The one overriding criticism most people had about Burnout 2 was that it was simply too easy to blitz through the game and unlock everything in a matter of a couple of days extensive play. The first thing that hits you about the game is just how vast it is this time around. During our play test, we ran through all of the game's modes a few times, with all the tracks and cars unlocked for us to mess around with. It's simply that the online factor adds in that extra element of human competition that merely racing against drones could never hope to achieve. In what has ostensibly been designed from the ground up to be an online racing game, don't be fooled into thinking that it's a hollow experience offline. We were to be the first people outside of the company to have played the finished Burnout 3 in all its glory, playing online against the people that had spent the previous two years slaving away on what could well be the finest arcade racing game to date. As it turns out, the team had finished the game literally the night before and sent off what they hoped would be the final, approved builds. On arrival in Criterion's unassuming Guildford-based office, there was an air of jubilation the minute we walked in.

It might have to come with a health warning attached before you slap it in the disc tray - "might cause your machine to become evil", or something to get our moral guardians all hot under the collar.

You really will believe that they're "melting" your PS2. How on earth the once humble PS2 can possibly pull off the kind of tricks it evidently now does with aplomb must embarrass rival developers. Like everything in the tweak and tune obsessed world of fast cars, Burnout 3 is everything you loved about the last one, but with the dial whacked up to 12. Surely Burnout 3: Takeaway - sorry, Takedown - will be the series' most graphic display of pure evil yet? The fast, the furious, and the plain evil The Getaway told me to do it.Īnd what of the evilry inherent within the terrifyingly dangerous Burnout series? Scaring the bejesus out of oncoming traffic, encouraging the youth of today to go on a fender bending cruise of mayhem, risking theirs and others' lives through the means of reckless driving? Even Criterion's Alex Ward admitted that the rozzers take a dim view of their real-life hunger-crazed 'got-to-get-home-in-time-for-tea-or-the-wife-will-kill-me' antics of late. C'mon, on Oxford Street it would be easy. Kind of like a wheel of misfortune, starting with ratings like "Give them a slap" to "Gouge their eyes out with a spoon", to fully evil intent like "run over 100 innocents in under a minute". We contemplated turning the tables on the hysterically misinformed tabloid droids by changing our name for the day to Evilgamer, changing our reviews policy from a simple score out of ten to an Evilometer. We reflected on our bemusement that the bastion of the nation's morals had shifted war, famine, and even Sven Goran Eriksson's latest bedroom exploits off the front page. "Ban These Evil Games" screamed the front page of The Daily Mail on the morning of Friday 30th July.
