Jump to content

Burnout Paradise


rubberducker
 Share

Recommended Posts

I thought it was a lot worse than 3 - I didn't like how you weren't penalised as much for hitting traffic (couldn't you just plow through them if you boosted?).

Burnout 3 had real tension - I really liked that Indycar level in Tokyo - if it was Tokyo :angry:

Link to comment
Share on other sites

Revenge and Takedown are both superb, fuck the purists who want everything to stay the same as it was in their precious memories. I'm replaying Revenge at the moment, best game of the series by far.

Burnout V will be amazing, I'm looking forward to seeing proper next-gen games by Criterion.

Link to comment
Share on other sites

burnouts have just got better and better. how can so many people who enjoy videogames also be complete luddites?

if you don't like change, play need for speed.

Wrongo Jackson. The reason Burnout 2 was loved so much is because it was an incredible rush. Chaining Burnouts while having to dodge traffic was intense. Not only that but the crash junctions were down to pure driver skill. And I guess that is the key word, skill. The need of which has been completely removed in subsequent games culminating in the ability to drive through traffic.

Bring back that in the zone gaming that gave you a massive buzz. There was a lot they could have improved on before going all shit. We never even got to have that rush online.

Link to comment
Share on other sites

  • 3 months later...
Electronic Arts has unveiled the title of the fifth game in the Burnout series. It'll be called Burnout Paradise, and is due out on Xbox 360 and PlayStation 3 this winter.

Naturally it's developer Criterion's first offering for PS3, and promises a free-roaming experience built from scratch for the new technology. This will give us the most detailed damage engine we've seen, and more polygons than you can possibly count up to.

Advertisement

"We have been working towards Burnout Paradise for quite some time," said Pete Hawley, executive producer for the game. "Next generation consoles have opened up a raft of new gameplay opportunities and the Criterion team has leapt at the chance to innovate and raise the bar to an all-new high."

"There are going to be some big surprises and a lot of new features but the core of the game is still pure Burnout. Instant accessibility will be reinforced by innovative online capabilities which will see Burnout Paradise smash racing

24.jpg.jpg

20.jpg.jpg

06.jpg.jpg

Link to comment
Share on other sites

No car crashing game will ever be as good as Carmageddon 2.

true that. I was playing Motorstorm earlier and thinking about how damage has never really come up to the standard that Carmageddon 2 set, all you seem to get nowadays is panels and bits that fall off a main shell, whereas you could totally rip cars in two.

20.jpg.jpg

nggg

that car seems to be in all the burnouts, but it's always shit

Link to comment
Share on other sites

  • 2 months later...

Pant splooging preview from IGN.

Article and Pics here

US, July 8, 2007 - "Holy crap the muscle cars in Burnout Paradise are loud."

That's the first thing that popped to mind when Criterion's Alex Ward fired up the E3 build of his team's latest racer for the first time. Ward followed the boot-up with an entertaining and humorous speech about how important it was for his team to build Paradise from the ground up (rather than use an existing engine), but as the engines continued to rev as we waited for our demo, I couldn't shake how realistic and powerful the vehicles sounded.

But when we finally sat down to the play the game for ourselves, it quickly became apparent that there's a whole lot more to Burnout Paradise than its acoustic performance. The game is already a technical champion with highly-impressive displays that show off what the PS3 and Xbox 360 can really do. For proof, smash into something and watch what happens. The deformation of a car when it hits a pole at 100 MPH is highly-impressive; it'll wrap around its unlucky target exactly the way Crash Test Dummy rides do in those popular safety videos. Hit it with enough force, and you may even see the engine go barreling through the rear windshield with shards of glass and metal flying everywhere. Sometimes, cars can even be torn in half. It's awesome!

Even better is how Criterion is handling online play. Unlike most videogames that have lobbies and other middle-man programs to prepare you for the race to come, Burnout Paradise makes everything seamless. Simply locate a traffic light and friend via in-game buddy list, invite him to race, and when he accepts... BOOM! You're online immediately and ready to go. Keep in mind, this entire process happens without any interruptions or menu screens whatsoever. It's easily the most convenient multiplayer feature we've seen and will likely be the standard from its release point forward (and yes, we saw it demoed in real time on the PS3. Supposedly, it'll work the same on 360 as well).

Now that we think about it, an ease of use seems to be the primary theme in Burnout Paradise. Since players are racing in a world measuring nearly 30 square miles, requiring them to pop in and out of menus all the time would interrupt gameplay flow. Criterion's solution to this is similar to how it's handling online connectivity -- simply drive up to a street (each and every one has a name, by the way), glance at its "Road Rules," and accept a race invitation. It doesn't get much simpler. Then again, you can drive all over Paradise City on your own without any restrictions as well (called "Freeburn"), but if you require old-school competition, that's how you do it.

Oh, and believe me, you'll want to participate in traditional races. Doing so can win you brand new cars to race with elsewhere (as can taking one out if you see it driving around the city), and it will help to unlock other cool things as well. Besides, facing up to eight opponents (offline or on) at high speed is the type of fun that made the series so popular to begin with -- and the fact that you can go anywhere during a race in order to win makes things that much more interesting.

To backtrack a bit and clarify what "Road Rules" are, they're essentially an in-game stat-tracker of all the top times and crashes accomplished on that street. They're updated in real-time via the Internet too, but to keep things in check, will pull its info from friends' lists rather than worldwide leaderboards. Additionally, all of your personal statistics and records are kept on a personal driver's license.

Other details worth mentioning are shops scattered through the city than allow you to power-up your car (boost fills at gas stations, damage fixes at body shops, color switches at paint shops, etc), the ability to visit a junkyard to access all unlocked cars, and PlayStation Eye/ Xbox Vision Camera support that auto-snaps pictures of online opponents when you taken them down for funny reaction shots. You can even sabotage an opponent's boost meter during online play! My favorite addition, though, has to be the inclusion of "Showtime Mode."

Showtime Mode is what the world used to know as "Crash Mode," only now you can do it anywhere. At any point during a crash, just tap L1 and R1 (or LB and RB) simultaneously and you'll enter "Showtime Mode" where you can literally keep your crash going until the car's wheels fall off. But even then the crash continues as long as you maintain momentum. Crashes can go on for so long, in fact, that it's actually possible to start a wreck at one side of the map and tumble your way all the way over to the other end.

If that isn't the epitome of badass, I don't know what is.

Ohhh, me wanty. Sounds amazing.

Link to comment
Share on other sites

I don't like the sound of having to drive about looking for races. What's the matter with a good menu anyway?

Still, it's one game I'd want to play for sure. Not expecting Burnout 2, it appears to be well beyond that now.

Link to comment
Share on other sites

Showtime Mode is what the world used to know as "Crash Mode," only now you can do it anywhere. At any point during a crash, just tap L1 and R1 (or LB and RB) simultaneously and you'll enter "Showtime Mode" where you can literally keep your crash going until the car's wheels fall off. But even then the crash continues as long as you maintain momentum. Crashes can go on for so long, in fact, that it's actually possible to start a wreck at one side of the map and tumble your way all the way over to the other end.

And I didn't think they could ruin crash mode any more. What was wrong with a junction, a car and a run up?

Link to comment
Share on other sites

And I didn't think they could ruin crash mode any more. What was wrong with a junction, a car and a run up?

Maybe that's part of the problem, that they got crash mode so right in Burnout 2 that there was really no obvious way to improve it, so in came a load of gimmicks that actually diluted a lot of the fun. I thought Burnout Revenge reversed a lot of the mistakes made in Burnout 3's crash junctions (although the addition of that power meter at the start was a bit silly, happily it went away in the 360 version). This new version sounds quite interesting though.

Link to comment
Share on other sites

And I didn't think they could ruin crash mode any more. What was wrong with a junction, a car and a run up?

That's exactly what they've done, though. Haven't they? Perhaps I'm reading that wrong, but I got the impression every road in the game has Road Rules, and presumably a crash record. I'm guessing you choose a road, line up your approach, and go for it, then press RB & LB to register the attempt. Sounds pretty sweet to me.

Link to comment
Share on other sites

I don't like the sound of having to drive about looking for races. What's the matter with a good menu anyway?

Rockstar's Midnight Club series does it ok. I reckon it sounds bloody amazing. I hate menus. They break up the experience in the same way as loading screens. The idea of being able to go from one race to another just by driving to another spot is nothing short of sublime.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.