Joystiq hands-on: Burnout Paradise
I recently got sucked into Burnout Paradise, playing about a half-hour of the racing game due for release this Winter. While a half-hour may not seem like much, at hands-on gaming events, we writers rarely have the time or interest to play more than about fifteen minutes of a title before moving to the next.Criterion creative director, Alex Ward chatted while I raced through the realistic city; he was clearly proud and excited by the game's deviation from previous Burnout franchise titles. And I was also impressed.
Admittedly, a half-hour isn't enough time to make a complete assessment of a game. But I'm optimistic that the new version of the title will be a smash even if it breaks Burnout traditions.
Gallery: Burnout Paradise
Burnout's fundamental change puts up to eight drivers moving through the vast city at the same time. Instead connecting from a lobby to load a single race, players can explore the whole Burnout world without waiting for new levels. Burnout comes across as a sandbox; I spent much of my time exploring the streets and jumping off ramps, oblivious to any premeditated game goals.
Ward didn't have a specific square area, but he estimated Paradise City to be about 15-to-17 Burnout tracks merged together. It felt big. I found mountain passes and rural areas outside of town. When I turned around to go back to the city, the urban landscape looked like a single dense spot, just like a real metropolis from a distance. But when I made it downtown, I was surrounded by detailed buildings, completely obstructed from the previous vantage point.
Game architecture looks great. Ward said they copied real buildings and facades from research trips around the world. One of the reference cities, Chicago, was clearly represented with the downtown river, bridges, and brick-and-iron designs.
I never grew tired of exploring, but I moved on to the objective-based parts of the game. When players want to race, they just park briefly at a stoplight to activate that intersection's starting point. Burnout asks if you want to race, and after agreeing, you begin. To drop out before the finish, players just stop again, and Burnout ends the competition.
I tried familiar favorite, Road Rage, where I rammed opponents off the road. Unlike previous Burnout games, Paradise omits the hovering, obvious arrows that distinguish enemy cars from everyday traffic. I was disoriented by this decision, but I identified my competitors by their aggressive driving.
Another change -- finish-line way-points instead of arrow-laden tracks -- also disoriented me at first. Races have only eight possible finish destinations, corresponding to the game world's edges on a compass. If racing to the north-west corner of the world, players are prompted with an on-screen marker pointing north-west. But routes are completely up to drivers. This decision felt as risky as it is unique. Hopefully gamers will remember common routes after playing the game a lot.
Burnout's other major change makes every street into an online race. Players just fly as quickly as possible from one end to another, and if they're the fastest of their friends, the game saves the record. Friends can then instantly see who holds the best time. And if a friend beats your record, you'll get an immediate notice of the loss.
Ward noted how these decisions fit his design objectives, saying, "The future of gaming is about freedom. It's about removing restrictions. It's about online. ..."
Burnout Paradise still felt as chaotic and destructive as before, even if old modes like Crash are missing. Will players enjoy the open-ended world Ward wants, or would they rather be led through specific objectives? I liked exploring, and I look forward to seeing how the game changes as gamers earn the layout of the city.
Ward didn't have a specific square area, but he estimated Paradise City to be about 15-to-17 Burnout tracks merged together. It felt big. I found mountain passes and rural areas outside of town. When I turned around to go back to the city, the urban landscape looked like a single dense spot, just like a real metropolis from a distance. But when I made it downtown, I was surrounded by detailed buildings, completely obstructed from the previous vantage point.
Game architecture looks great. Ward said they copied real buildings and facades from research trips around the world. One of the reference cities, Chicago, was clearly represented with the downtown river, bridges, and brick-and-iron designs.
I never grew tired of exploring, but I moved on to the objective-based parts of the game. When players want to race, they just park briefly at a stoplight to activate that intersection's starting point. Burnout asks if you want to race, and after agreeing, you begin. To drop out before the finish, players just stop again, and Burnout ends the competition.
I tried familiar favorite, Road Rage, where I rammed opponents off the road. Unlike previous Burnout games, Paradise omits the hovering, obvious arrows that distinguish enemy cars from everyday traffic. I was disoriented by this decision, but I identified my competitors by their aggressive driving.
Another change -- finish-line way-points instead of arrow-laden tracks -- also disoriented me at first. Races have only eight possible finish destinations, corresponding to the game world's edges on a compass. If racing to the north-west corner of the world, players are prompted with an on-screen marker pointing north-west. But routes are completely up to drivers. This decision felt as risky as it is unique. Hopefully gamers will remember common routes after playing the game a lot.
Burnout's other major change makes every street into an online race. Players just fly as quickly as possible from one end to another, and if they're the fastest of their friends, the game saves the record. Friends can then instantly see who holds the best time. And if a friend beats your record, you'll get an immediate notice of the loss.
Ward noted how these decisions fit his design objectives, saying, "The future of gaming is about freedom. It's about removing restrictions. It's about online. ..."
Burnout Paradise still felt as chaotic and destructive as before, even if old modes like Crash are missing. Will players enjoy the open-ended world Ward wants, or would they rather be led through specific objectives? I liked exploring, and I look forward to seeing how the game changes as gamers earn the layout of the city.











Reader Comments (Page 1 of 1)
Willie @ Sep 27th 2007 9:03AM
I can't wait for this title.
aC @ Sep 27th 2007 9:07AM
I'm torn on this. I'm a huge fan of all previous burnout titles, but this change to open-endedness is both compelling and scary at the same time.
Still its most likely going to be an instant purchase.
FOXHOUND @ Sep 27th 2007 9:10AM
I'm just as hesistant... might even rent it first prior to purchase. :\
riggs @ Sep 27th 2007 9:10AM
i dont know about this title, maybe because need for speed tried to do the same (And failed) so they went back to their original formula. ive always been a fan of both racing games but this seems like a step back to me :(. Also i dont think 8 players is alot for a online sandbox type of game (maybe 10 or 12?).
B1gC72 @ Sep 27th 2007 9:15AM
definitely sounds interesting. just glad to hear that EA is taking some risk for a change. the screen shots are beautiful as well (obviously not Gran Turismo or DiRT but i dont think its supposed to be.)
kokuryukai @ Sep 27th 2007 9:32AM
I am really interested in seeing the 360 version because this will be EA first game that they are porting from the PS3 to the 360.
FOXHOUND @ Sep 27th 2007 10:16AM
If that's true, does that mean EA can't whine anymore that they don't understand the PS3's coding architecture? And that PS3 owners can get +60fps games(like X360 versions of Madden and NHL)out of them instead of a lowly 30fps?
Or it just lazy ass, rehashing EA-Tiburon to blame?
drdre74 @ Sep 27th 2007 9:36AM
Looks great from the images. Was the demo played on the PS3 or the 360? Just wondering if there is a big difference in the builds like other EA games.
Smoke_Dawg_187 @ Sep 27th 2007 10:13AM
I hadn't heard this was a PS3 build to 360 port. Do you have any links?
Einhanderkiller @ Sep 27th 2007 10:31AM
Criterion is primarily a PlayStation developer.
Einhanderkiller @ Sep 27th 2007 10:32AM
Sony consoles are Criterion's primary platform.
Burritoclock @ Sep 27th 2007 10:20AM
Yeah, PS3 to 360 port... just sounds unlikely.
No Burnout has ever thrilled me like the original, here's to hoping they capture THAT magic again!
Hey Apples @ Sep 27th 2007 10:36AM
As a long time fan of the franchise, I have all sorts of serious misgivings about this release working out well.
Willie @ Sep 27th 2007 11:40AM
It was reported a couple months ago that the game is being develped for the PS3 and will be ported over the 360.
Bucket @ Sep 27th 2007 11:50AM
I hope the feel goes more in line with B2 & B4. Burnout 1 was good, but plain; Burnout 3 was too arcadey for my taste.
But yeah... Criterion will always get my money.
Sean @ Sep 27th 2007 12:12PM
Chicago represent.
Shibathedog @ Sep 27th 2007 12:28PM
A New Burnout? Don't even bother telling me anything, I already want it.
MY ONLY WEAKNESS TO THE EA BOYCOTT AHHHHHH
LordPaul @ Sep 27th 2007 1:22PM
I'm really looking forward to this - Revenge & Dominator are 2 games I keep going back to
Mooman @ Sep 27th 2007 1:37PM
Crash mode Is in Burnout Paradise, they just changed the name to showtime mode
mafafu @ Sep 27th 2007 2:39PM
The lack of crash mode is killing me with this title.
Psykoboy2 @ Sep 27th 2007 2:55PM
You guys should check out CrashFM - the Burnout Podcast. They constantly talk about how sites and magazines are wrong when they say that Crash mode isn't in the game. To clarify, the crash mode is called "Showtime" and operates a bit differently from the Crash Mode we remember in previous games, but IT'S STILL IN THERE!
By the way, Zack - can I be you?
apoc06 @ Sep 27th 2007 3:58PM
sounds like they changed it alot. the new format sounds like midnight club to me. am i the only one?
anOne @ Sep 27th 2007 4:57PM
I'm hesitant. please dont let them castrate this entry like what happened with NFS: Underground 2
Kid van Pervert @ Sep 27th 2007 11:11PM
Really, they never got better than Takedown. That it was "arcade-y" was what made it great. Since that game they've been in decline, removing all difference between cars save for top speed and effectively neutering Crash mode with "realistic" physics and the removal of the powerups that made Takedown's Crash mode so thrilling.
I don't buy Burnout games to get a Gran Turismo experience, or even a Gran Turismo-with-car-battling experience, I buy Burnout games for the ridiculous Crash Mode, and with EA's apparent desire to make every game franchise that isn't related to Sports radically different from iteration to iteration, they've already tweaked it beyond recognition, and it's only a matter of time before they take that out for good.
Noxat @ Sep 28th 2007 3:02AM
I'm still not completely sold on this new Burnout style. Me and friends still go back to old Burnout games (especially the 2nd and 3rd) for Crash mode, and this new "Showtime" mode doesn't sound like a proper replacement.
Psykoboy2 @ Sep 28th 2007 11:32AM
O ye of little faith.