Burnout Paradise

Smashing.

Burnout is already synonymous with insane speed, great handling and big crashes. So what's next? Well - parking. Obviously.

Power Parking is one of the many things the new openworld Burnout lets you do. If you feel like it. When you see a pair of cars parked somewhere, it's your choice (in my view, your duty) to use the handbrake to swing your car into the gap between them. Do it without hitting either car or smacking the kerb, and the game will recognise you for it.

That's hardly the extent of the new, of course. The handbrake is different, for one. And the openworld city. And the wholesale rejection of all the crutches upon which all the other Burnouts swung themselves around the room - endless menus, loading screens, instant restarts, online lobbies, and all the rest of it. This is a boundless driving playground in every sense they could think of, blending the disparate styles of the other Burnouts' varied locales into one coherent setting. So much so that if you want to race against a friend you just pull up the Easy Drive gizmo using the d-pad and fire off an invitation. "It's sort of like texting while you drive," says Criterion's Matt Webster. If your friend accepts, your world and his world (I don't know any girls) are brought together, and there you are, racing as one.

Webster's speaking to us in one of EA's cupboards at Games Convention in Leipzig, where Burnout Paradise is belting along on a pair of networked PS3s hooked up to massive LCDs. The level of detail on the screen is as demented as the cars get deformed. "We had to do 60 frames in an openworld," he tells us - and they have. Whatever troubles others are having with next-gen graphics, Criterion seems to be coping. You can tell they've been waiting for this. "We're literally peeling metal off the car," Webster says excitedly. "We're deforming it and warping it and bending it and stretching it in ways we've never done before. We're actually compressing and stretching the chassis, which no one else is doing. We're doing that to traffic as well."

'Burnout Paradise' Screenshot 1

Paradise is best viewed as a Burnout track except it's a city. With about 80 billion polygons. At 60fps.

Simply driving around and exploring Paradise (or "Free Burning", as they call it) is the core of the game, and the idea is to keep you occupied even when you're between events. Hence the Power Parking. Hence the endless jumps (Paradise's use of ramps makes GTA look conservative). Hence the "Burnout" signs in awkward places, which you have to try and smash through (c.f. ramps). And hence the Road Rules, a pair of goals for every main road in the game, which act like mini time-trials - swing onto a road, burn along it at record pace, and every time your friends turn into it they're reminded of your best time.

Accessing races and other events is done by pulling up to traffic lights and spinning your wheels. Within seconds you're part of a grid, and then you're off. If you foul up, or fancy doing something else, just turn off somewhere else or pull over and the race dissolves. You can always try again later, and there are 120 junctions to pull up to, so you can always try something else. Progression is handled by building up a record of completed races and other tasks (collected on your Driving Licence, naturally), and the buzzword is "seamless".

"We finished Revenge on the 360 and threw everything away," says Webster, dragging us back to the beginning. "Even the handling - and that's like throwing the crown jewels away." With everything dumped, they set about rebuilding Burnout in its new home, recreating and iterating the handling (and building in a handbrake - the "most requested thing in a Burnout game", apparently), and composing a game that's superficially alien, but comfortably familiar - the "new Burnout game" that a lot of developers would have shied away from making.

'Burnout Paradise' Screenshot 2

Motion blur clearly works for them.

Some of the changes jar on the surface, but make sense underneath. Crash mode, one of our favourite bits of the last three games, has certainly taken a turn. "Crash mode as people know it is not going to be. You can't have an openworld experience and have junctions with a set start point," Webster says. "We wanted people to have the Crash experience in a completely new way, an open way." The solution is to allow you to trigger it when you want.

Criterion's mindful, of course, of diminishing its importance, so while Crash will change, Crash will still be Crash in the ways that matter. Asked whether they're opting for a Burnout 3 approach of trying to manoeuvre the car in slow motion between power-ups and Crashbreakers, or a Burnout Revenge "golf swing" of perfect start and target cars, Webster admits it's not all there yet. "We're still throwing ideas around. I think we'll be talking about it more in the coming weeks."

Details aside, as they sadly have to be, the constituent parts of the Burnout experience that culminate in those brilliantly replayable smash frenzies are certainly in place. Visually and aurally, this is Burnout dragged kicking and screaming and apes-in-pain into a new era. Watching a muscle car impact on a bus is like watching an accordion catch a right hook. They're not so precious about ripping you out of the game when you mess up, too, introducing a distinction between crashing and wrecking. The idea is that if you keep your wheels, and land on them, you can drive away. Upside down with your suspension inside out, you'll need a track-reset. What this could mean for Crash is another matter.

One of the bolder choices is to do away with menus. Crash (and to some extent all the other modes - particularly for Gamerpoint whores) were dependent on that delightfully instant restart option, but that's gone now. "To do openworld and go back to picking things off a menu didn't feel right," says Webster; "it just jarred with that whole concept of doing things seamlessly. We didn't always want it to be about absolutely coming first, either. If I'm fourth and I want to do it again, actually I want to race back up to the top - and there's events nearby so I can have fun as I work back up to the start."

Some won't like that, we'd wager - on first impression, you could happily argue that it's cutting the gameplay to fit the ideal rather than cutting the ideal to fit the gameplay - but there are gains elsewhere that satisfy the positive outlook. For example, you can now fill your boost by blitzing past a petrol station, or fix your car by buzzing a repair shop. And with respect to the conventions of GTA, we prefer Burnout Paradise's idea of drive-through fixes rather than waiting for a garage door to close.

Expanding on the Easy Drive idea, Webster talks about how frustrated Criterion had become with the accepted principles of online gaming, and Burnout's new ideal of a "simple and personal" online set-up. "We wanted to break away from lobbies and deathmatch and frags and 15-year-old conventions," he says. "Why on earth are we still bound by them? In Burnout now, when you accept my invite, we just put the two worlds instantly together, and that's it, you're online. I can send out seven invites and we can still have fun while we're waiting for other people to connect. Why should I let someone else decide when I get to play?"

'Burnout Paradise' Screenshot 3

Although the shots focus on one style, there's lots of variety in what we're shown, with sections drawing on Chicago, Seattle and other US cities, albeit twisted into a Burnouty sort of design.

Another (delightfully cheeky) element of that is the game's use of PS3 and 360's respective cameras. Every time you take someone down, their game snaps their expression, allowing you to collect mugshots of your victims. What's more, if you belt along a road and beat someone's record, you get to record your own face as a "smugshot". You can take all those photos and export them to PSN or Memory Stick on PS3, too. Trophies!

In terms of online, they're focusing on friends, which is good news if you've ever spent an evening hacking away at a game and then wondered why you should care that you're 684th in the world. "I'm never going to be number one in the world," Webster says (he's clearly given up lamenting it), "but I can beat my friends." As such, the default Road Rules high-scores, which pop up when you tour the city, focus on your friends list, although you can also dig down and mine the leaderboard system for global recognition. Elsewhere, they're thinking about (but not ready talking about) record-and-share video options (something Revenge 360 did, remember), and they're definitely considering the relationship-tracking that made Revenge so interesting on Live, and gave online racing a combative, personal feel.

The satisfying thing about the Burnout GC presentation, though, is that while frameworks are often one thing and the game's another, in Burnout's case the set-up is indivisible from the core experience. Buzzing around Paradise, you can't help but become engaged in attempts to outdo the last guy's longest successful drift. Cross worlds with another player, as we do, and it's hard too not to coordinate your efforts to best frame the destructive options available - sitting at the bottom of a hill, waiting for the other guy to try and plummet straight onto your head for maximum violence, or racing opposite directions off a twisting bridge ramp, like something out of The Man With The Golden Gun. This is the natural evolution of GTA's "getting distracted" everything-'em-up, transplanted into Burnout.

'Burnout Paradise' Screenshot 4

You're meant to stop at the lights. Never mind.

A more physics-orientated world (and a pair of more physics-friendly console architectures) mean that Paradise embraces all your barrel-rolled jumps, cart-wheeling crashes and over the top impacts with more force than a drunken bear. Free-burning, it really comes together. Those of you who loved the sort of co-operative, dare-we-say-it-emergent things that Crackdown's action-adventure playground threw up earlier this year will almost certainly want to keep an eye on this.

Not to mention an ear. We were delighted when we read elsewhere that Criterion's drawing inspiration from the likes of C'était un rendez-vous when it comes to giving Paradise a touch of audio polish. It reminds us of Lionhead's GCDC presentation about "staging", which emphasised the importance of the experience over the simulation by pointing out how Hollywood augments its audio and visuals. Webster gets the point instantly. "When Indy cracks his whip, it's a gun going off," he points out. "You're not creating a simulation, you're creating an event. We've got big, big trees snapping, Howitzers going off, apes in pain..." So that's what you hear when you crash. As to what you see - well, we hope they do a demo, because we can only imagine you'll like it. It may not be the Burnout of old, but on this evidence they've a good claim to "Paradise". And put in some parking. Lots.

Burnout Paradise is due out on PS3 and Xbox 360 this winter. [Editor's note: We originally referred to the GC set-up as a pair of networked 360s. EA's gently reminded us that actually it was PS3s, and actually they were running over PlayStation Network. Apologies for any confusion caused.]

Comments (53) Latest comment 4 years ago

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  • BBIAJ #1 5 years ago

    This is going to be the best Burnout EVAR... future FACT!
  • gizmo #2 5 years ago

    "Paradise". And put in some parking. Lots.

    That actually hurts. :(
  • wopr-lower-case #3 5 years ago

  • Der_tolle_Emil #4 5 years ago

    Sounds great. Also sounds a bit more like TDU instead of GTA. Which is a good thing I guess. Didn't really like Burnout Revenge but this sounds like it focuses more on racing in traffic instead of just pushing other cars off the track.
  • mkreku #5 5 years ago

    Woah, this sounds great! More open-world gaming for meee!
  • Derblington #6 5 years ago

    Meh. I like the old Burnout games, don't like *this* open world "dicking about" crap.
  • Xerx3s #7 5 years ago

    This is going to be the best Burnout EVAR... future FACT!

    A fact that doesn't say a lot.
  • Rirekon #8 5 years ago

    This has a lot of promise, I just hope it delivers on it as I for one wanted to be able to mess around more with the Burnout games than they let me.
  • OllyJ #9 5 years ago

    Sounds better than what I'd hoped, I really don't like every game having to go all free roaming (Amercian Wasteland I'm looking at you)

    but this...

    "If I'm fourth and I want to do it again, actually I want to race back up to the top - and there's events nearby so I can have fun as I work back up to the start"

    ...sends shivers down my spine....so what if there's onlt one event left to do to progress....do I have to keep thinking "it's ok I can just have fun on the massive drive back to the start?
  • jiveguy #10 5 years ago

    I fully support the continuing production of this game.
  • asphaltcowboy #11 5 years ago

    Sounds great. Particularly like the merging worlds multiplayer idea. Definitely something that should have been built into the recent skateboarding games (THP8, THPG and skate - OT, but kinda related :))!
  • MyPointIs #12 5 years ago

    They will overdo the blur effects and mess it up.
  • YobRenoops #13 5 years ago

    I wish they'd get back to the pure racing off Burnout 2. Oncoming hasn't had the same allure since!
  • Conge #14 5 years ago

    "apes in pain" I hope they put that on the back of the box!
  • Popzeus #15 5 years ago

    Er... wow. This actually sounds tremendous. Unexpected. Want.
  • Gulag #16 5 years ago

    Smashing my way through Revenge on my trusty old XBox at the mo, howling with glee as I go. It's either Paradise or Fallout 3 that will push me towards getting a 360. Love the open world implementation, in theory it's a very smart way of getting away from endless menus.
  • Der_tolle_Emil #17 5 years ago

    YobRenoops: I was hoping for that as well. I wouldn't be surprised though if Paradise is the closest to Burnout 2 since, well, Burnout 2. An open city basically just screams for traffic which is necessary for a lot of things that made Burnout 2 so great.
  • YobRenoops #18 5 years ago

    Der_tolle_Emil: I guess so but all this slow-mo camera bollocks and aftertouch just did my head in. Its called BURNout not bloody Smashout!
  • Quine #19 5 years ago

    Apes in pain > that annoying DJ guy
  • IAmBatman #20 5 years ago

    Interesting. If I were to "open world" a game series now I wouldn't choose to ape GTA's most criticised design choice - that you have no way of instantly restarting a mission when you fail and have to trek all the way back to the start point.

    It sounds very much like they've decided (or someone higher up has decided) that this game must be seamlessly open-world with no menus, and so they're trying to wrap the gameplay around it and making bad concessions in the process.
  • Lothar Hex #21 5 years ago

    The "smashing" tagline is unimaginative and you should feel bad.
  • pjmaybe #22 5 years ago

    No. of Seconds before the "spack cam" takedown cam gets used to snap someone mooning you or showing you their winky...

    0.0012


    Peej
  • The_Reevster #23 5 years ago

    I thought the PS3 was the lead platform for this? Im sure I read that somewhere....


    Yet another blow for Sony seeing as this was being shown on 360.

    Think I might trade in Flatout for this...
    Edited by 1 at 30/08/07 @ 12:56
  • UncleLou #24 5 years ago

    It's supposed to be out this year, but they still not quite know how exactly crash mode will work? Aren't they a bit late with that?

    Sounds great, though.
  • dryden555 #25 5 years ago

    The constant blur effects are indeed annoying. My bigger concern is that the Burnout games have gotten easier and easier over time. The PS2 and PSP only Burnout Dominator was a nice exception, but Revenge and Takedown were wayyyy too easy. I'm not convinced this will be a must-buy game.
    Edited by 1 at 30/08/07 @ 13:07
  • SBfistfun #26 5 years ago

    "No. of Seconds before the "spack cam" takedown cam gets used to snap someone mooning you or showing you their winky...

    0.0012 "

    This is the reason I'll be buying this and a 360. pantsdown takedowns ftw!
  • UncleLou #27 5 years ago

    The constant blur effects are indeed annoying

    Blur done right (like in TD:U) is brilliant. Not used nearly often enough in games, it should become a standard to use it, really. Admittedly, it's shit if it's overdone.
  • shamblemonkee #28 5 years ago

    Burnout chains?

    Same way traffic still collidable?

    Road Rage?

    split screen?
  • Verwandlung #29 5 years ago

    Put in some pedestrians and pets and I might get interested (a little).


    "Attention all competitors this is your one minute warning. I repeat one minute till race commencement.
    Members of the public you now have one minute to reach safe distance.

    Ok ladies and gentleman fire em up!

    ...

    Those who are about to die we salute you.

    9 8 7 6 5 4 3 2 1 go."

    http://nl.y outube.com/watch?v=GyWFX0FPhOA
    Edited by 1 at 30/08/07 @ 13:27
  • DB2k #30 5 years ago

    does it still have that shizzle dizzle cunt doing voice over commentary?
  • jonsaan #31 5 years ago

    Isn't the PS3 the lead platform for this game? For once!
  • FlamingCarrot #32 5 years ago

    So if C'etait in rendezvous is inspiration lets hope they sample the 275 GTB at the start. That noise and that of the Lamborghini P400 at the start of the Italian job would be lovely. No more wasps in a jam jar engines please...
  • bivith #33 5 years ago

    i'm torn. I've put hundreds of hours into mastering crash junctions in Burnout 2 and Burnout Revenge, and although I love the idea of crash anywhere, I was still hoping for a set of specific junctions to climb up the leaderboards for.

    And yes I will take instant restarts please. It's hard to master a course if you have to keep driving 5 miles back to the beginning again.

    And no crash multipliers please! They killed Burnout 3 for me.
  • bivith #34 5 years ago

    "All I really want is a next-gen burnout3. Burnout revenge was just a wishy-washy mockery of the precise bone-jarring slamdunk takedown mechanics of burnout3. Pretty but soulless."

    Your talking bollocks mate. Burnout 2 was the pinnacle of the series, but Burnout Revenge on the 360 came closest to recapturing that. Burnout 3 was an ugly mess, with a completely broken crash mode.

    I hear they are bringing back burnout chaining for this, which would be fab.

    "The constant blur effects are indeed annoying "

    If it's done like Burnout Revenge on the 360, it will be fine. Very subtle in motion at 60fps.
    Edited by 1 at 30/08/07 @ 14:21
  • Derblington #35 5 years ago

    It sounds very much like they've decided (or someone higher up has decided) that this game must be seamlessly open-world with no menus, and so they're trying to wrap the gameplay around it and making bad concessions in the process.

    Are you working on the game ;)
  • Ryze #36 5 years ago

  • Putty-Man #37 5 years ago

    No mention of burnout chains...... < sigh >

    Ah well, maybe Burnout 6 (or whatever the next one will be) will bring it all back to its former greatness.
    Edited by 1 at 30/08/07 @ 15:11
  • grandmaster Verified Director, Digital Foundry #38 5 years ago

    Burnout chains?

    Same way traffic still collidable?

    Road Rage?

    split screen?


    Yes :D

    Yes but it slows you down - no traffic attack shenanigans this time, but no crashes either

    Yes

    Not that I've seen but I may be wrong
    Edited by 1 at 30/08/07 @ 15:42
  • BBIAJ #39 5 years ago

    This is going to be the best Burnout EVAR... future FACT!

    A fact that doesn't say a lot.

    But can you deny it?

    Well, can ya!?
  • cools #40 5 years ago

    So it's Burnout, mixed with Carmageddon and GTA?

    Count me in!
  • sugapunk #41 5 years ago

    "I'll wait for the superior Wii version"- ecosse
  • JediMasterMalik #42 5 years ago

    Love the Burnout series, and this sounds really brilliantly done, can't wait!
  • weblaus #43 5 years ago

    Well, unless I was in another cupboard of EA, Webster and his colleague very clearly played Burnout Paradise on two PS3s... I guess the controllers gave that away.
  • Scimarad #44 5 years ago

    I've been getting seriously bored of Burnout and therfore welcome the change...assuming it turns out to be as good as it sounds.
    Edited by 1 at 30/08/07 @ 18:29
  • pikemon #45 5 years ago

    I love it how they're always pushing forward with new innovations... best of luck to the Burnout team, it's my favourite racing game series alongside Mario Kart, F-Zero & ExciteTruck (I don't really care for "serious" racing). Of course Burnout is the visually most advanced of these. I've been hooked since Burnout 2.
  • shamblemonkee #46 5 years ago

    Just gimme Burnout2(007) for the crying out loud!
  • shamblemonkee #47 5 years ago

    oh and i also find it impossible to acknowledge that a 'handbake' was requested more than:

    Return of replays
    Return of burnout chaining
    the ability to just carry on racing tracks in splitscreen instead of going thru the menu each time
    etc
    etc
  • barnard666 #48 5 years ago

    I juust want to add my support to those above wanting instant restart...I still play revenge from time to time, taking turns with friends to hack away at the event tree...it's great. having to drive to events is just dull. I want quick action, with a well defined goal. At least in TDU if you had covered a road you could shortcut to the event via the GPS, that was an inspired design choice. I am sure revenge will have an event map, it simply has to? and isn't a static map with a set of events listed on it as icons essentially a menu screen but with less functionality?
  • dryden555 #49 5 years ago

    for racing mode Burnout 2 was the best of the bunch because it required skill -- you couldnt execute burnout any time at will and once you executed burnout you used it all up. Traffic checking in the last version also greatly reduced the difficulty level. Hoping for the best with this version but my sense is that EA is always trying to dumb down this game.
  • Derblington #50 5 years ago

    Why is it EA's fault? *Maybe* it's just the Criterion team...
  • Freek #51 5 years ago

    Hmm, needs more motion blur.
  • captainrentboy #52 5 years ago

    I wonder if Criterion using the PS3 as it's lead platform will lead to any major 'looks' issues with the 360 version, as when it's the other way around, the PS3 incarnation is always just that little bit uglier and less impressive.
    I think this'll be one of those games that I get in 2008, when I'm done with all of this year's other biggies.
  • SirClive #53 4 years ago

    Just got round to reading this and I can say that I am officially excited!

    Love Burnout games and this appears to be everything I would want the franchise to deliver.