![]() Some, like hitting a fresh batch of cars, work in your favor, but you're just as likely to fly into open space, cutting your crash spree short. This in turn leaves you prone to encountering unexpected events. You can look left and right, but not up, down, or farther away from the action to get a decent look at the surrounding area. You do have a modicum of control over the vehicle once it's in the air, but directing your wreck is a loose and inconsistent process made worse by Danger Zone's camera. But later on, it's imperative that you create an explosion with enough force to send you down the block to another intersection, and hopefully a Smashbreaker icon that allows you to keep the carnage rolling even further. In early stages, your initial Smashbreaker is all you need to rack up enough points for a high score. That’s strangely harder than it should be, since many times, vehicles don't stop, swerve, or even react when a car is out on the road-only screeching and stopping when a direct hit is imminent. The initial hit has to be impactful enough to stop both your lane and the opposite flow of traffic. ![]() Many of the later levels are multitiered monstrosities that require perfect timing, placement, and movement to block traffic on every bit of floating highway. Later, when Danger Zone gets more complex, the crash intersections start requiring less appetite for destruction than a utilitarian precision that winds up being the opposite of fun. Crashes and explosions themselves are beautifully rendered with all the power Unreal Engine can muster, but the sparse crash environments make for a boring backdrop, stripping away a small-but-crucial bit of personality from the whole experience. Icons strewn around each intersection can either give you additional Smashbreakers or more money added to the final total.įor at least the first couple of intersections, Danger Zone's formula is gleefully basic for anyone who just wants to drive up and cause some mayhem for a few brief minutes, though over time, the game's austerity works against it. Success is measured in sheer damage in dollars, tallied after every car in every intersection has run its course. The car rolls out with a single bomb, called a Smashbreaker, which can be triggered after enough cars have met their untimely end in the given pileup. You're given a massive holographic space in which you ram a single stock stunt car into simulated traffic patterns. At first, it's gratifying to have a semblance of Crash Mode back in our lives-but the honeymoon period eventually wanes, revealing issues that prevent Danger Zone from maintaining its appeal.įor better and for worse, Danger Zone keeps things simple. Your sole objective-then in Burnout and now in Danger Zone-is to send a vehicle rocketing into a busy intersection to create a massive-scale vehicular horror show of fire, screeching rubber, and shattered glass, punctuated by a player-controlled explosion for maximum chaos. It's the product of a young studio founded by Alex Ward, former head of Burnout developer Criterion Software, no less. Danger Zone is an attempt to recreate the magic of Crash Mode, the discontinued Burnout series' claim to fame.
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