Screenshots & trailers
Review sentiment over time
Weekly positive-review rate (green) and review volume (bars). Dashed lines mark significant patches; the amber line is the start of the current scoring window. Hover the dots to see what drove a dip or a jump.
How this score was computed
The VGC Score is a weighted blend on a press-comparable 0-100 quality scale. Steam approval rates are first calibrated (95% positive on Steam ≈ 89.5 quality, since Steam approval skews high). Press and tracked creator reviews each count ~2x a player review and share one cap against player evidence (creator buy/skip calls pool into an approval rate, calibrated like Steam approval); all-time sentiment is capped and halved (it's context, not verdict); reviews of the current build carry the most weight when a fresh patch anchors the window; and a 'typical game' prior keeps small samples from pegging the scale. Because press reviews and Metacritic user aggregates describe the launch build, their weight decays as the game ages (3-year half-life after a 1-year grace). That's how a game that launched rough can outgrow its old reception once updates win players over. Reviews under 2h playtime (the refund window), non-Steam activations, and free copies are downweighted.
| Component | Positive | Quality (0-100) | Weight (pseudo-reviews) |
|---|---|---|---|
| Press reviews (OpenCritic) | – | 67 | 9 |
| All-time Steam reviews | 58% | 59 | 49 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | – | – | 0 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: last 30 days (no significant patch detected) · 0 reviews sampled · 0 total reviews in window · weighted 0 up / 0 down · computed 2h ago · full methodology →
Press & Creators reviews (22)
Individual verdicts from outlets we track: scored reviews first, most trusted outlets first among them. The small badge is each outlet's trust score: how well its scoring history aligns with players.
- 70
“By expanding on the explode-'em-up gameplay we know and love, Danger Zone 2 makes some nifty improvements to the formula. The new locations and more vivid art style vastly improve the game's looks, while the extended run ups add a little extra challenge to the levels. Performance can be a little choppy and vehicle handling lands on the wrong side of generous, but overall, the game still delivers on its promise of a Crash mode experience.”
read full review ↗ - 65
“In the end, Danger Zone 2 dips below the standard set by the original game. The addition of the run-up makes the levels feel deep, but the wonky physics and crash restrictions and presence of older issues negate all of that positive movement. The lack of modes is accentuated further by the lack of levels, and the middle-of-the-road presentation makes the game feel lackluster. This is the type of game you'll want to pick up at a sale, but if you're more patient, you might want to wait for the developer's upcoming Dangerous Driving to see if it can finally deliver a full Burnout-inspired game.”
read full review ↗ - 75
“A great improvement over the original that almost nails the aesthetic and feel of the games it lovingly recreates even if it is a little rough around the edges. For those yearning for Burnout's Crash mode or that just enjoy score attack games there is a lot to enjoy here!”
read full review ↗ - 80
“For fans of Ward, Sperry and Ross' previous work, Danger Zone 2 is the closest we've come to a new Burnout experience in years. Crashing into things hasn't lost any of its base appeal, and while we're waiting for Dangerous Driving to bring things full circle, this is more than worthy of your time.”
read full review ↗ - 65
“I had my fun with Danger Zone 2, but it was over way too quick. The graphics could use some additional polish, adding music would go a long way but the biggest improvement I could see for a sequel would simply consist out of providing a lot more content (a level designer could perhaps help keep the game alive). Ironically, the best parts of the game for me, where the bonus levels which asked you to avoid crashing and just wanted you to reach the finish as fast as possible.”
read full review ↗ - 60
“There's fun to be had in Danger Zone 2's crash junctions, but the game's short length and shoddy production values make it pretty forgettable.”
read full review ↗ - 80
- 82
“Danger Zone 2 is exactly what I wanted the first Danger Zone to be: the true follow-up to Burnout's classic Crash mode that EA won't give me. It's not as fully fleshed out or polished as my dream game of this type would be, but as a self-contained and one-note smash-up it shines like a spectacular fireball explosion. Now how about reviving the rest of Burnout? Road Rage mode, anyone?”
read full review ↗ - 40
“Three Fields Entertainment showed how to mess up a simple task like expanding one straightforward game mode. What we've got here is strange physics, crazy collision detection and bad design choices.”
read full review ↗ - 60
“For what it is, Danger Zone 2 isn't a bad game.”
read full review ↗ - 80
“For fans of Burnout's crash mode and the first Danger Zone, Danger Zone 2 offers more of the same addictive gameplay.”
read full review ↗ - 55
“Danger Zone 2 has all the groundwork set to make an explosive comeback for Burnout, but Three Fields Entertainment just needs to up its quality control. Also, how do we still not have Kenny Loggins on the soundtrack?!”
read full review ↗
…and 10 more tracked reviews.
Patch history
- Patch releasedJul 28, 2018
