Burnout, developed by Criterion Games and published by Acclaim Entertainment in 2001 (arriving on GameCube in 2002), laid the groundwork for one of the decade's most influential racing sagas: circuits with real traffic to weave through at full speed, no weapons or power-ups, and a 'boost' system that rewards risk -driving against traffic, narrowly dodging- instead of punishing it. Compared to its sequels, which refined and expanded the formula, this first Burnout is a rawer proposition, but it already had a clear grasp of the DNA that would make the saga famous: speed as pure adrenaline, and the crash as spectacle in itself.
This system doesn't run in the browser yet (Dreamcast, GameCube, PS2 and Xbox are on the way as web emulation matures). The dossier, media and community are already all yours.
If you liked this one