About This GameDanger Zone is a 3D vehicular destruction game from independent British developer and seasoned genre veterans Three Fields Entertainment. The concept is simple : crash for cash by creating the biggest car crashes.
Welcome to the Danger Zone – our virtual Crash Testing Facility. Step into the shoes of a dangerous driver and survive a variety of challenging crash testing scenarios.
It’s easy to crash, but can you also grab all of the Bonus Pickups?
Powered by Unreal Engine, Danger Zone combines real physical crashes with explosive gameplay. Shunt vehicles into oncoming traffic, take down trailers to shed their payloads and use your explosive “Smashbreaker” to move your vehicle around. The more explosions you cause, the bigger your score.
If you’re feeling burnt out by congestion and jammed roads, take the highway to the Danger Zone. Take your revenge on rush hour traffic. This place is a paradise for those who like their driving flame-grilled.
Single Player Game Mode featuring 32 unique crash testing scenarios.
Connected Leaderboards allows comparison of player scores for Friends and the whole world.
- Requires a 64-bit processor and operating system
- OS: Windows 7 64 bit
- Processor: Intel i5 3.2GHz / AMD FX 8350
- Memory: 4 GB RAM
- Graphics: nVidia GTX 750ti / AMD Radeon R7 265
- DirectX: Version 11
- Storage: 15 GB available space
- Additional Notes: Supports game controller, mouse and keyboard and Cloud Saves
Optimization & PC Settings
The game looks amazing. The Unreal 4 Engine really helps to bring out the beautiful moments of the gamemode. Everything is over the top (Lighting, fire, explosions, smoke, sparks). The game has a great amount of customizable settings. The optimization is amazing. I had my settings all the way up, and I was able to get over 100 FPS on each map, with many cars on screen. The game ran like a dream, with no stutters or big graphical glitches. They really did a great job for the PC version.
Optimization & PC Settings: 8/10
HUD & UI
Simple, basic, and easy to use. There is not much cluttering the screen, which makes it easier to concentration on the action. There is also an option to hide the UI in the pause screen (when in the crash mode) really showing that they wanted this game to be cinematic.
HUD & UI: 10/10
(I only used a controller) The controls for driving the car are horrible. I ended up sliding around like on ice, and I couldn’t get back into control. I can’t get to my target sliding everywhere! After exploding, it takes some pratice to be able to maneuver to your target.
Controls: (For controllers) 4/10
The camera is one of the most frustrating camera ever. What annoys me is I can’t look down! On a game focused on environments with plenty of vertical levels, you need to be able to look down so you can land where you want. I missed so many pickups because of this. The camera also sticks too close to the car, making it hard to see around it.
This game only focuses on the crash mode seen in previous titles of the Burnout series. The gamemode is about causing as much damage as possible. You fling your car into a series of intersections, causing huge pile-ups in the process. The gamemode is fun, and very entertaining. The crashes are weirdly calming, just watching the beautiful destruction unfold.
Level Design & Set-up
There are 32 different crash junctions, with all of the same virtual style to them. I am not a fan of the virtual style. The levels just aren’t eye appealing, and feel lazily developed. They did make some of the levels set outside, but it is just still boring. However, the level setup as a lot of variety. No two levels are set-up the same, showing that they tried to atleast make the levels have a unique flow. However, with the annoying vertical levels that are insanely hard to beat with the camera, it makes it a lot less enjoyable. I think though that the main problem is that the levels are held back by the lack of visual appeal.
Level Design & Set-up: 4/10
HELLO? WHERE IS EVERYTHING? Since this is "virtual reality" there are no props. The only props are only on transport trucks, or barriers on the side of highways. Other than that, there is nothing. It would have been amazing if the level was filled with a bunch of props that can be obliterated. It would add to the chaos, but sadly, there is nothing.
This game is very difficult, but in a not fun way. I wanted to pull my hair out on some of the levels which I can’t seem to even finished properly.
There are 7 different drivable vehicles, but this doesn’t make much of a difference. The cars all sound the same, and seem to handle the same. You also can’t choose with car you want, so you have to stick with the one you are given. The traffic vehicles don’t have much variety, meaning you keep seeing the same vehicle over and over again.
The car damage is awful. The damage is not softbody, and the cars don’t even deform. The damage is all texture based, just scratches, and paint chipping. Even the car lights don’t break! Now the wheels, hoods, and doors do fall off. I understand that they are a small team, but they could have atleast done some kind of basic damage model, like the morph target technique (In games like Watch_Dogs). The damage is part of the experience, which is non-existence.
Vehicle Damage: 2/10
They claim that "Danger Zone combines real physical crashes…", but the physics don’t make sense at all. Vehicles have no weight to them, causing them to fly away like paper planes. Cars slide like they are on ice. Although the physics aren’t completely realistic, it actually helps make the game enjoyable, and funny. The game is over the top, so the crashes are even more over the top with the physics.
The AI is perfect. Sometimes the AI drives by crashed vehicles right next to them, avoiding the accident completely, or they drive right into it. The AI makes the whole game really funny, and enjoyable.
AI Traffic: 9/10
The sound design is basic. In some areas it sounds really nice, but in other you here the same annoying sound repeat over and over again. I heard car alarms go off in cars that weren’t even parked, the same explosion sound can be heard, and the cars sound all the same!
A simple, yet enjoyable game. It is nothing special, but is okay for the gameplay it offers.
The main things that detract from the game are:
– falling off the course which basically disqualifies your run
– lack of music to create better atmosphere (recommend playing something like Kenny Loggins – Danger Zone or whatever else gets you pumped while you smash cars to bits)
It’s really too bad the cold heart of EA essentially killed off Burnout for some lackluster Need For Speed games.
The camera is a bit improved now. The game is getting some good love from patches.
This is a bare-bone crash game made by a team with less than about 10 staff.
This is a game with no music.
This is a puzze game, not a choas game.
This is not a good party game.
This is a small game.
Take with a grain of salt,
This is an OK game, don’t expect Burnout.
A very small devteam (consisting of former Criterion developers) is back with their latest release, Danger Zone, a spiritual successor of Burnout 3’s crash mode. In this game, it’s all about earning as many points as possible by wreaking havoc in dense traffic and collecting coins in the process to increase the total score. The game was developed using Unreal Engine 4, and it shows: graphics are gritty with a lot of particle effects at once on screen. No problems with performance and loading times, either.
This game is set in only one type of environment (crash test tunnels), but it succeeds in bringing an excellent "puzzle-based" level design with each level having different layouts.
Car physics are good: I’ve enjoyed the rollovers, barrels and props flying around and violent explosions, but unfortunately, visual damage is sub-par. It’s too simplistic for a game centered around car crashes.
That said, its pricetag isn’t too high and I believe it will appeal to people who either have nostalgia for the Burnout series or just want to compete with other players online, thanks to the leaderboards. It could be too short for people who are looking for a "just for fun" experience in one go, as it can be finished in 2 hrs or less in a single playthrough.
I’ve enjoyed this game pretty much, but the "crash mode" still has a lot of potential, so I’m looking forward for an update or a follow-up with more in-depth visual damage and possibly mod support for fan-made levels and cars.
Now, what if I told you that despite this game not being Burnout 7, this game does a pretty smashing job of recreating the fun of crash mode from the now-deceased franchise, all with the added benefit of fairly-improved graphics (minus that horrific anti-aliasing option). Not only are the controls mirrored to a T, but the camera angles, OCD-inducing replayablity, and suprisingly-detailed sound design (why those folks at Criterion and Three Fields have always insisted on gear-shifting sounds in their arcade racers I have no idea) make for a pretty genuine Burnout-esque expirience.
That being said, I cannot stress enough that this is NOT the full Burnout package. Aside from the fact that it’s "only" crash mode, there’s a very limited selection of cars (so limited, in fact, you have no choice in which car the level gives), the car handling can be iffy as heck, and there’s no early-2000s rock or DJ Not-omica to adorn the distant ambience of the menus. Another thing that’s evidently a DealBreaker for some people is that the crashes presented in-game aren’t "real", but "virtual crash tests". I myself like my racing games with a dash of postmodernism, but for those who’d rather feel like they are "actually" causing millions in insurance and government costs, Danger Zone won’t make you feel quite like the gridlock-terrorist that Burnout does.
In closing, I like to think that Danger Zone is the ghost of Criterion Games (no not THAT Ghost) apologizing profusely for the lack of a crash mode in Burnout Paradise. Let’s hope it leads to greater things to come from Three Fields Entertainment.
DANGER ZONE [url]
If you dont want to collect every gold/platinum medal you can finish the game easily in under 2 hours. I just finished the last level(20th) and had 15/20 gold medals and 11/12 achievments. Only need to replay some levels to get some additional platinum medals.
(as of writing i had 2.2h played, after 4.0h i got all achievments)
The gameplay itself isnt bad. Its like Burnout crash mode but the vehicle handling is not that good, there is no reverse either. I mean, the game is enjoyable and if you loved the crash mode you will like/love this game too.
Its just that there is something missing, the polishing or i dont know. The vehicles have barely any damage model. Sure, the doors get lose(but wont fall off) and get scratchy and that stuff but no real deformation. Devs told in forums why(too small team, too many problems) but its still a bit sad and takes away this nice "Eye-Candy" feel.
The graphics are okay i guess. Bit outdated maybe but it works for this type of game. Only one environment tho, inside that test facility. Explosions are nice to watch.
The physics can sometimes work against you and with you. Or they just work completely normal, not predictable i think. I got shot across the streets or got hold on one place without any movement(yes, i pressed B). Its especially funny when you see multiple cars hit the ceiling without any input from me.
All in all i can say its worth it if you loved the old crash mode from Burnout games. It brings over the same feeling of fun destruction with enough puzzle elements to get you hooked for some time. If you cant stand replaying the same level over and over just to get gold/platinum you should wait for a good sale. The playtime is already short but without hunting for gold/platinum it would be even shorter.
After the last good Burnout game, Burnout Revenge, came a successor called Burnout Paradise that pretty much sucked all the "success" out of the very thing it was trying to be. While the removal of a structured circuit race was replaced with an open world point A to point B system the biggest insult was the removal of Burnout’s Crash Mode in favor of a mode called Showtime which allowed users to, at any point, spin their car out of control and start smashing into traffic endlessly until they ran out of momentum from hitting traffic. It sucked because it never really showcased all the destruction you were causing until at the end when it somewhat showed you the aftermath during the scoreboard. The best thing about Burnout’s original Crash Mode was that each level was structured uniquely outside the confines of the tracks already in the game allowing the developers to create some really wild scenarios for you to crash your car into. The game also highlighted whenever some poor unsuspecting victim hit the brakes too late and skidded into a tanker causing him to explode.
Fans of the Burnout franchise have been left without a crash mode successor for 12 years. TWELVE. YEARS. And don’t even get me started on that joke of game development called Burnout Crash! That is not Crash Mode. It was a sad excuse for a Crash Mode successor.
So come the other day when I’m just lazing around and hear about this trailer for a Burnout Crash Mode successor and to my surprise upon watching the trailer I find out it was released 4 days ago. I quickly refunded Tokyo 42 because that game was such a disappointment and put my money towards this instead and, man, I sure feel quite the opposite!
It’s no surprise that this game is pretty much exactly identical to that of Burnout’s original crash mode. The handling, driving physics, the floaty destruction physics, behaviors of the NPCs, the after-touch explosion system, the camera focusing on the points of impact, etc are all included in this game and that’s because Three Fields Entertainment is a company founded by Ex-Criterion founders who worked on the original set of Burnout titles. The moment I picked up the controller and smashed into the first scenario I was blasted by a whirlwind of nostalgia and felt the relief of a 12 year old itch finally being scratched. There was nothing more satisfying than seeing everything familiar with the game that I loved playing over and over so many odd years ago and it is special to see that they kept all the charm of Crash Mode in this spiritual successor.
Now, obviously, there are a few things that are different this time around. The first and most obvious is the aesthetic of the game. Everything is done inside of a crash test simulation complex. I don’t know if this was for budget reasons to keep the cost down but don’t expect a wild change of scenery through the levels like we experienced with some of the real-world reimagings found in Burnout 3 and Revenge. It pretty much all looks the same, but they at least put forth the effort to make the facility and simulation rooms look and feel genuine with flashing lights, large metal doors, and rooms that "code" themselves into existence. Every vehicle, including yours, has a crash test logo on it as well and every letter features a bright sign that displays some sort of text. None of these have only gotten a small chuckle out of me but it’s nice that it’s there.
The biggest changes are two additions they added to the levels themselves. Crash Mode in Burnout was pretty simplistic in its mechanics. You have a car, you try to drive into traffic and rack up as much of a combo as you can get from the pile up. The more cars piled up, the bigger multiplayer you recieved and the more collateral you collected. You could also build up a meter called "Crashbreaker" which allowed you to blow up your vehicle and, for a few seconds, fly it around and toss it into traffic you may have missed or otherwise can’t get to without making use of the mechanic. Danger Zone features these same mechanics as well, however Crashbreaker is now referred to as Smashbreaker and you only get one of them after meeting the minimum requirement during the first point of impact. The only way you can get more Smashbreaker is to control your first Smashbreaker into a collectible Smashbreaker icon located on the map. Its a weird design choice as it makes the crashes you cause feel less dynamic. Its like you have to follow a path set by the developers in order to obtain the high score which sorta of dampens the beauty of experimentation from its predecessor and turns it into a challenge and competition with the inclusion of the leaderboard. They do also include money pick ups as well for extra points, and collecting all of them reveals a secret cash pick up that rewards you with $5 million in points. That being said though it doesn’t really diminish from the fun and nostalgia the game has to offer but I would have liked if this wasn’t included.
Along with that there are bigger changes. The multiplier system only comes into affect after initiating a Smashbreaker and it will only count cars you either destroy with the radius of the explosion and other cars you knock into while you’re flying around. They also included out of bounds areas on the map which will cause a game over if you fall into it and give you bonus points if you throw an NPC into it. This becomes a game of balancing because you obviously get the most points from causing pile ups but if you throw all the vehicles off the map with your Smashbreaker you lose creating an obstacle for other NPCs to crash into yet you need to use your Smashbreaker in order to obtain a higher multiplier for the pile up collisions. Timing is crucial in obtaining the most points you can possibly get and following the route you need to for that mad-mad money is difficult as your car only bounces when rolling on its sides and bouncing off of other traffic. It will refuse to move while it’s grinding on the chasis. This can make for some frustrating moments as one poorly timed collision after using a Smashbreaker can send you away from another Smashbreaker you desperately need to keep the chain going.
The most disappointing thing however is the lack of any other vehicles for you to drive. You are only given this midsize 4 door sedan that sounds like it has the engine of a Ford Mustang. Obviously the maps are tailored around this one specific car, but I would have liked if they played around with a variety of different vehicle classes. Again, it’s probably due to budget constraints as they are a small team that’s self-publishing on Steam, but aside from that this is pretty much the Crash Mode that veteran Burnout fans have been craving for over a decade now. It’s definitely worth the asking price of $12.99 and, hopefully, with some good sales we’ll finally see a real Burnout successor. I highly recommend it to fans and to newcomers alike.
Well for starters, they somehow took crash mode and turned crashing/pile-ups into not only NOT the primary goal, but an obstacle to it. Sure, Burnout 3 had money pickups but they were just a little bonus. Here, the pickups will make or break your score, which you will lose a significant chunk of if you miss even ONE of them or collect them in the wrong order. Where previously I’d be smiling at that giant pile-up I created, now I’m cursing at it for blocking my path to the next Smashbreaker (Crashbreaker) pickup.
Which brings me to the Smashbreaker/Aftertouch system. Instead of being able to retrigger it by continuing to accrue new wrecks, now it will trigger ONCE and after that you have to try to collect Smashbreaker pickups to trigger it again. Your car didn’t roll properly? Got clipped by the corner of a bus? Now you’re stuck and have to retry the whole crash again. While for the most part the physics are ok, your own car can only maintain speed properly if it rolls end-over-end, something you have very little control over (think Showtime from Paradise except with more accurate physics and no helpers). Not only that, the car will stick to the ground if it lands right-side up (despite losing its wheels in the initial crash) and destroy any momentum/flipping you built up with your Smashbreaker jump.
Essentially Danger Zone is a 3-D platformer about limited jumping, where your success often depends on the physics being nice to you. It could improve down the line with fixes/additions but right now it’s an exercise in frustration.
Other things to note (as of this review, obviously they could change later):
– Camera control; you only get it after your car becomes a wreck, and only on the horizontal axis. Yes, this does become a problem when trying to see pickups you’re above.
– No restart button, no rebinding of any kind
– It is a graphically nice game, especially the light sources. Thanks UE4.