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.

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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? Burnout: Tricky 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?

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?

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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. What goes on tour stays on tour Although there are the usual Single Event and Time Attack modes, World Tour is likely to be where you'll spend most of your time. Crash Junctions or Races are accessed via global Sat Nav that enables you to visit three continents (US, Europe, Asia) in an epic series that places equal weight on both disciplines. Unlike before, the excellent Crash Junctions are accessible from the off (previously, the PS2 version of B2 only made these available some way into the game), and in truth this has proven to be a masterstroke; we became so hooked on them we devoted more time to them than any other area of the game.