Burnout Paradise Review
by Chris Remo, Jan 20, 2008 2:42pm PSTOpen worlds are everywhere in games these days--Electronic Arts in particular does seem dedicated to introducing them throughout many of its franchises--and now they're here in Burnout as well with Criterion's Burnout Paradise (PS3, X360), which releases on Tuesday. In the single-player component of the game particularly, I really enjoy the open world, but I have to say I wish the designers took a less compromising attitude towards their implementation of it.
First things first: at its core, Burnout is all about speed. Numbing, face-melting speed. Burnout Paradise once again pulls that off with aplomb. Barreling down a straightaway at full speed with a fast fictional supercar then skidding through a sharp corner can be nerve-wrackingly intense.
The handling and physics are solid and intuitive--there may not be much that is realistic about Burnout, but you get the sense that if this world existed, this is how it would actually feel. The destruction of head-on crashes is rendered with enough realism that you will occasionally have creepy flashbacks to cautionary crash test dummy videos.
Driving around the open world of Paradise City is incredibly fun. I absolutely have gotten more enjoyment so far out of playing alone in Burnout Paradise than I have in other recent Burnout games, which quickly became used mainly for online for me. Finding billboards to crash through, encountering race missions at stoplights, and simply driving around as fast as possible are great.
What is less great is crashing into a wall a matter of seconds before the end of a race, then not being able to retry the race without driving all the way back across the city to its starting point. Paradise City is quite large, which is one of the game's marketing bullet points but also has the side effect of making it a big pain in the ass to easily get to where you want to go. In the quest to eliminate loading times, Criterion has removed any kind of fast travel or shortcut system--if you want to get somewhere, you have to drive there. I applaud their principle, but am nonetheless frustrated often.
I generally don't want to drive to one of my junkyards to pick a new car when I realize this race I've found is only for a specific vehicle--one I'm not driving at the moment. And then have to drive back.
Similarly, in races, I miss the cut-and-dried nature of the past Burnout games where your route is set for you, and all your reflexes are focused on each upcoming turn, without having to dedicate thought processes--or crucial glances of the eye--to a minimap and a navigation system. I cannot count the number of times I have lost races because, in the split second it took me to check out my minimap and ensure I'm still driving to the right place, a car flew at me sideways out of nowhere.
In past Burnout games, there are still shortcuts to be found, but it's on a more approachable scale. Here, in Paradise, I feel like I have to be a seasoned navigator of the city to really get the most out of racing.
I have had infuriating moments, such as taking a slightly wrong turn--for example, bearing left as intended, but a little too left--and ended up on some bridge that takes me across a river to another landmass, ensuring I will lose the race. It reminds me of driving, in real life, in an unfamiliar area and getting on a freeway onramp you didn't intend to, then realizing you have put yourself in an extremely inconvenient situation and are basically fucked. That's not so fun in a racing game, especially one as visceral and otherwise instantly gratifying one as Burnout.
At this point it may sound like I dislike Burnout Paradise--I don't. I enjoy it quite a lot. I've been playing it constantly the past few days. These frustrations have not been enough to dissuade me from playing the game. Those times when you don't get suddenly sidetracked or lost are rewarding enough to keep me coming back. I do wish, however, that like in the recent open-world Tony Hawk games there were also a "classic" mode.
By the same token, I wish there were the option for a traditional lobby system online. To play with buddies online, you all drive around in the same city, then someone issues a challenge to start a race. Fortunately, the designers relented on their hardcore no-loading policy here; you can warp right to the race's starting point. Still, I wish there was the option to have a finite set of defined race courses, rather than have to worry about the host creating some wacky route where he knows all the shortcuts and you have no clue.
(Extra points--if we gave them--would be awarded to the instant photo feature, which automatically takes a photo of online players after takedowns if they have an Xbox Live Vision camera installed. Still, as funny as this feature is, there is the potential for frightening abuse.)
Finally, a few words about the new Showtime mode, which replaces Crash mode. It's not as bad as you might have thought if you've seen it. Similar to Katamari, but without actually growing your Katamari, it has a definite positive vibe of unrestrained destruction. That said, after you do it a few times, it also feels like one of those Flash games that stops being a challenge and more becomes just going through the motion. You can keep this thing going almost indefinitely once you know how to do it, at which point it becomes more of a rote exercise. Crash mode had more of an elegance to it--your tiny change in input can have drastic repercussions--but here it's kind of just, "roll along for ages."
I like Burnout Paradise, a lot. I really do. I even appreciate that the designers wanted to move forward in the series, and not just create another update. I respect that. I do think, however, that they got a bit carried away in some instances while doing so. It's not enough to bring the game down--I do genuinely think the open world adds a lot to the single-player, and it can be a blast just goofing around in the world while chatting with your buddies.
The demo got passionate responses, both from people who love the game's new direction and those who don't. Perhaps check that out before you buy. Longtime series fans are almost sure to find enough here to enjoy either way, however. Just a request to Criterion: in the next one, let's at least add a retry button.
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Comments
* A game that is about crashing and speed except everything you hit (other cars, walls, etc) causes a huge long "crashed" animation only for you.
* Having to drive around everywhere to start races. I agree with the rest of the sentiment here that I want to pick a race and be there and start it. The part in the review that you need special cars to do certain races makes this even more painful.
* The video of new "crash mode" where you bounce around doinking into cars looks terrible. Burnout is all about the takedowns and the crash mode. They've removed 50% of the game.
I'm sad because I've purchased and loved every game since Burnout 2 and I'll definitely pass on this one based on the terrible experience I had with the demo.
It's definitely purty tho...
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- No concentrated races. Everyone will end up split up and running all over the place, so no real take-downs.
- No split screen to play with friends
- Crash mode is gone.
- No restart for races. I cannot tell you how many times I used this. I often even hated to finish a race if I fell too far behind. Now I have to drive back to the start AND wait for the race to restart.
- This game does not appeal to the people that just want to run through some quick races with friends. It is a much more free-form experience with everyone just driving around a huge city doing whatever. I loved going through a quick set of races with Shackers. The city is just too big to really meet up and do anything.
On the plus side, this is a unique experience. I liked Test Drive Unlimited in theory, but the poor driving physics and the lack of a crash model made it unappealing. This game is like a mix of the two.
At the end of the day, I may just wait for it to go on sale. I loved the Burnout series and I am glad they are trying new things (after the copy and paste of Revenge). I just wish they had left in a mode where you can JUST pick a handful of predetermined races to go through with friends and not a whole city of possibilities.
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was searching for Burnout Paradise videos on youtube and found this..
http://youtube.com/watch?v=_Fe17mCBzAk
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I know most people won't feel the same way, but I just don't want to have an open ended world to explore. I want focused gameplay that I can access immediately. When I had more time for gaming the open ended stuff was fun, but now I don't have that much time for gaming, so I don't want to dick around so much. I don't want to learn my way around the city, I want to race. I don't want to drive back across town to the start of the race.
It sounds like Chris found the game still worth playing, but the negatives that he highlighted are things that I know bother me a lot.
Chris, do you think the demo is really representative? Do you get the whole experience of navigation problems, driving back to the start of races, plus the fun of racing etc? Do you think you can make a fair evaluation of the final product from the demo?
This is exactly what I didn't like in the demo. I loved the past Burnout games but I'm passing on this one.
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(would seem strange if not tbh)
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I loved the huge barriers that guided you along your race. Sure, they weren't elegant, but they were bloody great for keeping your opponents nearby so you could take them down. Tracks also give you a great way of 'forcing' the players to learn new skills or methods, or just making sure they see something cool or experience something (like dodging railway supports or ploughing through busy intersections)
The old crash mode was like golf. Retrying each junction to try to get gold by angling your car at the right vehicle at the right second was great (though they fucked i up in revenge by adding wind and a golf style swingometer). The new mode looks like its fun for all of five minutes.
No retry is also a massive killer. I dont want to drive across the map to find races, let alone retry them.
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not that the original music from past games is great or anything. i can't even remember burnout 2's music for example, but i'd assume with a soundtrack this large, there has to be some of it that doesn't totally suck.
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For some reason I'm picturing the "open" city to be claustrophobic restraint, limiting race length and variety of scenary.
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Not a complete carryover, but Need For Speed: Most Wanted comes to mind when I try to picture how gameplay in Paradise might be. The races had restricted courses so you wouldn't go the wrong direction, but it still had shortcuts and multiple paths, on top of the police chases sequences allowing for complete freedom. I found the game tremendous fun and after a while I learned the decently complex city from all the police chases. I found that I was using alternate routes in races without thinking and police chases became immensely satisfying when I knew the city like the back of my hand.
Until I get a good amount of time with the full version, I'm thinking that, much in the same way my satisfaction with NFS: Most Wanted sharply rose when the layout of the city became second nature to me, I will absolutely adore Burnout Paradise when I get that city's layout down. The Marked Man mode in Paradise even reminds me a bit of the Most Wanted police chases, so maybe it'll bring back some of that jazz those chases had for me.
Anyway thanks for the review, I won't be picking this up.
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Small error I noticed:
The handling and physics are solid and intuitive--there may not be much that is realistic about Burnout, but you get the sense that if cars that if this world existed
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