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For this reason, their release dates cannot be considered an accurate chronological representation of the game's development. Something to note about the trailers released for the game is that the gameplay featured in them is days or even weeks older than the trailer's release date (or in the Crash + Burn trailer's case, at least a month and a half for certain snippets). Environment lighting is much duller and less stylized-looking than later builds.All driving stunts (such as drifts and near misses) are displayed in the HUD in the same way as in Burnout 2, using a counter for chained near misses, feet for oncoming etc., instead of the star ratings used in the final game.This is due to manual transmission having been a player-selectable option akin to Burnout 1 and 2 the feature was cut for unknown reasons around late April. A tachometer and transmission indicator are present as HUD elements.The boost bar in question is more similar in appearance to Burnout 2's, gaining a fiery appearance when in use and staying a neutral color (in this case blue) when not boosting.Aside from the boost bar, it's almost identical to the one used in the game's demo.
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The car's chassis was also capable of folding vertically in this phase of development.The late-April builds, including the pre-release demo, use a combination of the two deformation behaviors due to this being around the time the damage modeling was starting to be overhauled.Car deformation was completely different, incorporating chassis crumpling akin to Burnout Revenge as opposed to the bending/stretching of Burnout 3's final version.The game's demo confirms the mechanic was present during this time. While this mechanic can be seen in action in the E3 2004 build, its existence during this phase was unknown for quite some time as Road Rage was never shown in promotional footage.
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Pursuit Mode has been scrapped new gamemode Road Rage has been implemented in its place.
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