Burnout Dominator — PlayStation 2 cover art

Burnout Dominator

Racing Arcade Action 2007 CHD

The Burnout entry that dropped Crash mode and brought back burnout chains, betting everything on boost you can only keep by refusing to lift off the throttle.

Download Burnout Dominator 1.3GB .CHD Game manual 1.3 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2007
Developer
EA UK
Publisher
Electronic Arts
Players
1
Serial
SLUS-21596
Region
NTSC-U
About Burnout Dominator

Removing Crash mode from a Burnout game sounds like a mistake on paper, and in 2007 plenty of people said so. What replaced it was a narrower, meaner idea: the burnout chain, carried over from the series' earlier form, where a full boost bar spent in one unbroken run refills itself and lets you keep going. Chain enough of them together and the car stops being something you steer and becomes something you barely hold onto.

The World Tour structure is built around that single mechanic being tested in different shapes. Maniac events score you for reckless driving rather than position. Road Rage asks for takedowns against a clock. Drift and near-miss challenges exist to teach you that boost is earned by proximity to disaster, not by clean lines. It is a smaller game than Revenge, with fewer ideas, and the honest reading is that EA's Guildford team was working from Criterion's playbook rather than writing a new one. What it does have is focus. Nothing in it distracts from the throttle.

On PS2 hardware this is near the ceiling of what the console could do with speed. The motion blur at full boost blanches the edges of the screen, traffic appears late and close, and the crash cameras still linger with that peculiar mix of slow motion and wreckage physics the series made its signature. Frame rate holds better than you would expect given how much is moving. The tracks are closed circuits rather than the open city Criterion would build the following year in Paradise, and in hindsight that makes Dominator the last of the old shape.

It plays now the way good arcade racing always plays: immediately. There is no vehicle tuning to negotiate, no long unlock curve before the fun arrives, just a boost bar and the choice of whether to spend it or hold it. The AI is aggressive without being rubber-banded into absurdity, and the difficulty sits in the sweet spot where a mistake costs you the event but not your patience. The soundtrack is a wall of mid-2000s licensed rock that dates the thing precisely.

Treat it as a coda rather than a landmark. Dominator arrived between the series' two best ideas and settled for perfecting one small part of the old one, which is a modest ambition but an honestly met one. Few racing games have ever made the act of not braking feel like such a deliberate decision.

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