Burnout Paradise review (PS3/X360)
What do you mean they left the best bit out?
The text below mainly refers to the PlayStation 3 version. However having spent more time with the Xbox 360 game it's clear that the two are virtually indistinguishable. Consider the praise and criticism for the PS3 game equally valid for the Xbox 360 game.
You can picture the scene, the last Burnout game is in stores and Criterion is thinking of ways of creating its first fully next-gen Burnout experience. The marketing guy from EA suggests that what's needed is some kind of Jack Thompson-baiting gore-fest a la Grand Theft Auto. But the guys at Criterion aren't so sure - but the idea of an open city is not bad, not bad at all.
No says the Criterion crew, we need a game that isn't like a game. Let's remove the conventions of the game, let's be brave and bold and do something new and unique. Let's make something Edge Magazine would love - something they don't have to be embarrassed about when hanging out with media friends.
Great, says Mr EA, so what are you guys going to do?
Well says Criterion, we're going to remove the bit of the game everyone loves and then make it more inconvenient to play.
Wow, says Mr EA, and runs back to Chertsey with a worried look on his face.
Two Sandwiches Short of a Picnic
And thus Burnout Paradise was created. A game that should have scored a ten but voluntarily decided to be two points weaker. You've got to admire that kind of bravery - to say this is how we want the game to be and what you want doesn't really matter. And you know what, it'll still sell, and in many ways deserves to. But before we come to praise Caesar, let's talk about why it should have got a knife in the soft bits.
There's no crash mode. Let's repeat that, it's worth doing so. There's no crash mode. Do I need to say more about that?
Well we've been given some kind of half-arsed replacement called Showtime that involves rolling your car over in traffic. But it's weak, so very weak, and so very not in keeping with the high standards of the rest of the game. Criterion's Alex Ward got very annoyed with the reception the demo received - and the news there would be no crash mode - but what did he expect? Removing the single most fun part of a franchise and replacing it with something so lame is not going to win anyone a membership of Mensa.
Just Like Scalextric
I used to be into slot car racing as a kid. But I always found it frustrating. Once you've spent most of Christmas morning picking cars up from behind the sofa to put back on the track you yearn for something more convenient, an experience where I could automatically restart a race if it had gone horribly wrong. An experience unlike Burnout Paradise.
Criterion says it is giving the player freedom, a free experience. But that's not entirely true. There are cunningly disguised loading screens between events, but these are the ones the developer decided we could have. The one we might want - the one that signals we've chosen to restart a race instead of having to drive all the way back to the start - well that's a freedom we just can't have.
This is democracy on Criterion's terms.
The Things That Work
Yet the things that do work, work very well. Racing is an exciting and visceral experience fraught with danger and drama. That's brought home by the webcam pictures that appear of your vanquished online foes when you slam them into a wall. Races, road rage events, marked man (where the AI is out to get you), stunt runs and the like all work very well and provide plenty of entertainment. One could argue that that Criterion could be more generous with opportunities in those stunt runs, but the player has to put some effort in, you can't have everything on a plate.
The integration of online and offline play is beautifully realised. You can choose to cruise the city with friends, competing on various records around the town or choosing to actually take part in competitive events. Even on PlayStation 3 - a console that defines a half-baked online experience - Criterion has got things right. It feels a lot like an Xbox Live experience, a feeling heightened by the inclusion of in-game achievements on the Sony console.
Buena Vistas
Paradise is a very pretty game. The lighting in particular is bright and hyper realistic. This is a world that gleams, a place you'd like to visit. It almost feels like Paradise. I say almost because the actual design and size of the city is deceptive. While at first glance appearing to offer more variety than we've ever enjoyed in a Burnout game once you've seen the mountains, hills, small towns and city you realise that there's not actually much variety.
But what there is does look good. The frame rate is rock solid. Even as you get further into the game and the city becomes a busier and more traffic-packed place the performance remains silky smooth. The physics engine is as impressive as ever with the crashes looking really terrific.
The soundtrack too works. A lot of it is emo alternative rock of the worst kind, but with a title track by Guns & Roses and plenty of good driving rock, this is a game that sounds as good as it looks. Even the annoying DJ Atomika isn't as annoying in the long run as you'd expect.
Chequered Flag
Criterion has made a major mistake removing crash junctions and replacing them with the rather poor red-headed stepchild showtime. But the racing events and seamless online integration mean that Burnout Paradise remains a game that I can still highly recommend. Sure, if the crash junctions were all you really played last time, you may want to pass and go play Flatout instead.
But if extreme high speed racing and mayhem appeal to you, with smooth and gorgeous eye candy all played out to a pumping rock soundtrack - then you'll find very little money wasted here. Burnout Paradise is a bold step in the right direction it's just such a shame some important elements were left behind.
I've played a lot of Burnout Paradise over the last few days and now the review is written that's not going to stop. There's still many foes to vanquish online and lots of fun to be had. But occasionally I'll still have to pop Revenge back into the Xbox if I want some classic Burnout action.
I've been playing Burnout on the 360, and have to agree with every point raised. I traded in my copy of Revenge in advance of this being released. After my first hour with Paradise, I was getting a sneaky feeling I'd been a bit premature. After another hour, I realised the two games just don't compare. Except where they do. Erm... Hmmmm...
See, Paradise is still obviously Burnout. It's just not our Burnout - y'know, the Burnout fans wanted. What fans wanted was more of the same, but slightly different, but not so different that they couldn't complain about it not being different enough. What they got was slightly broken innovation.
Paradise is a hardcore game. Casual players will, likely, not make it past the first couple of confusing hours - they'll be flummoxed by the where, who, what, why?!! Paradise has to be learned, studied and fought against. From the start, it's easy to get lost, turned around, confused. The menus are horrid, game info blocks your view, the compulsory crash scenes quickly annoy.
However, the game rewards effort like few others out there - and I don't mean just in achievement points (which try to force you to play every little bit of the online game to death and beyond - only 14 people in the whole world will get the full 1000 points). The game rewards you by its very nature - the city becomes familiar, you start to learn the routes, the cars get better, the environment goes from enemy to ally. Quite, quite brilliant but, unfortunately, for hardcore gamers only thanks to the ugly interface - a problem that seems sadly traditional for Burnout titles.
So, I completely agree with Harry's score. And that Showtime is massively rubbish (too complex, fiddly and cursed by a rubbish camera you have to wrestle with continually). Giving you the chance to blow up and use a little aftertouch would have done the job reasonably well and been over quicker. No race repeat is a pain too, but at least you can see why they did it.
Yeah, 8/10 for sure. But only because the Emo-rock is made up for by the inclusion of an Adam & The Ants track that I now have on loop...
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