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Burnout 3: Takedown released in 2004, and even decades later it still feels completely different from almost every racing game that followed. In this Years Later in-game retrospective, I jump back into Burnout 3 to see why it remains untouchable. Not because of nostalgia, and not because it was impressive for its time — but because of how confidently it committed to speed, risk, and chaos as the core of its design. Burnout 3 doesn’t just allow reckless driving — it actively rewards it. Near misses, aggressive racing, and spectacular crashes aren’t failures here, they’re the point. Years later, that design still feels bold, readable, and instantly fun in a way many modern racing games seem reluctant to attempt. This video looks at why Burnout 3 still feels so fast, why its risk-reward loop works so well, and why this kind of arcade racing design quietly disappeared. If you enjoy racing games, arcade racers, or revisiting older games years later to see what actually holds up, this one’s for you. 00:00 Intro 01:00 In Game Retrospective 16:00 Final Thoughts -------------------------------------------------------------------------- Make sure you hit the 'SUBSCRIBE' button to never miss another video! LIKE the video if you did enjoy it! V I D E O S T O W A T C H N E X T : Colin McRae Rall 3: • Colin McRae Rally 3: 22 Years Later... Colin McRae Rally 2005: • Colin McRae Rally 2005: 20 Years Later... Richard Burns Rally: • Richard Burns Rally: 20 Years Later... Forza Motorsport: • Forza Motorsport: 19 Years Later... OutRun 2: • OutRun 2: 21 Years Later... #burnout #burnout3 #burnout3takedown #ColinMcRaeRally2005 #RallyGames #RacingGames #RetroGaming #YearsLater #InGameRetrospective