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REVIEW BURNOUT PARADISE |
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PUBLISHER
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ELECTRONiC ARTS
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DEVELOPER
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CRITERION
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GENRE
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RACING
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PLAYERS
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1-8
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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This is a polished, high-quality product, but its
repetitiveness makes it less than compelling.
Criterion seems to have lost sight of
the high-adrenaline dynamic that makes
Burnout exciting. |
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SCORE
07/JAN/08 |
74% |
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You’re hunched forwards with your
nose inches from the screen, your
controller creaking under the strain
of your white-knuckle grip. Your
eyes are stinging, your mouth is dry, your
throat is parched – you daren’t even blink,
and it’s been a whole two minutes since you
last remembered to breathe. On screen your
car – a smoking, sparking, four-wheeled blur
– is weaving in and out of traffic at something
like 400mph with only a handful of pixels
separating you from spectacular, glorious,
cataclysmic disaster each and every time you
swerve. Your eyes are fixed in concentration,
your heart is pounding, your adrenal glands
are doing somersaults. This fantastic, sweatsoaked
experience is what Burnout is all about. Unfortunately,
it’s not one you’re likely to have playing Burnout Paradise.
Why not? Because Burnout Paradise has
more in common with Need For Speed than
with any other Burnout game. In fact, Burnout
Paradise has more in common with Need For
Speed than Need For Speed ProStreet does,
which is weird. When it was first announced,
Criterion promised that Burnout Paradise
would be a total reinvention of the Burnout
series – a classic case of ‘if it ain’t broke, break
it’ if ever there was one, especially considering
that reinventing Burnout in the image of Need
For Speed is like claiming you’ve reinvented the
cake, only to unveil a perfectly ordinary pie.
And we’re not done milking the cake/pie
metaphor yet either. It can also be used to
illustrate the differences in structure between
what we hitherto knew as Burnout and what
we hitherto knew as Need For Speed. Burnout,
like a cake, is designed to go straight to your
pleasure receptors with a multi-layered
sensory overload of excitement and immediacy
– and its sweetest treats have potentially the
most damaging consequences. On the other
hand, a pie, like Need For Speed, is a big open
space filled with stuff – it’ll leave you feeling
satisfied, but quite bloated. There, that wasn’t
forced, laboured or overstated at all, was it?
What we’re trying to say (between huge
chomps of delicious baked goods) is that
Burnout has gone from being a well-structured,
tightly designed game, to being a big, wide,
open one that’s just sort of… there. Everything
in previous Burnout games was very deliberate;
purposely geared towards a specific goal – to
have you racing by the seat of your pants every
single second you were playing it. The principle
was simple: take risks and you earn boost,
earn boost and you can go faster, go faster and
there’s more risk, which means more boost,
which means more speed, which means more
risk, and so on. The best rewards, and most
exhilarating experiences, were attainable only
by pushing this idea to the limit; escalating the
risk, boost, speed principle as far as it would
go. And previous Burnout games were carefully
crafted to make the absolute most of this, with
very little being left to chance. The circuits
were the way they were (wide tracks, long
straights and sweeping bends) for a reason,
and the density and type of traffic at each point
of each track was predetermined, as was the
timing of its movement in to (or out of) your
path. There’s a tendency in the current gaming
climate to automatically dismiss pre-scripted
events on the grounds that they’re linear,
artificial and limit gameplay possibilities, and
indeed they sometimes are and sometimes do.
But without pre-scripting you wouldn’t have
had a heart-stopping near miss on every single
stretch of track like you did in previous Burnout
titles. Instead you would have had something
patchy, clumsy and haphazard. Something like
Burnout Paradise. |
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Paradise City is one of those ‘persistent’,
‘natural’, ‘living’ sandbox worlds, and Criterion
would have you believe that setting Burnout
in such an environment “gives the player
full control.” But it doesn’t. Just because
Criterion exercises very little control over the
way Burnout Paradise is played, it doesn’t
automatically follow that you have “full control”.
It could, and in this case does, mean that there
are some things that no one really has full
control over. And those things could, and in
this case do, include ensuring that the game
is a riveting, challenging, adrenaline-fuelled
experience throughout. So what Criterion
is calling ‘giving full control to the player’ is
actually more like ‘not bothering to design the
game properly.’ The whole persistent, freeroaming
city thing might seem impressive at
first glance, but really the hardware is doing
most of the work there. The time and effort on
the part of a game’s designers is supposed to
go into structuring and balancing the game;
making sure that the player is both challenged
and rewarded, and that he is making progress,
facing higher stakes at each stage. There isn’t
much evidence of this kind of hard work at all
in Burnout Paradise, but there are more than a
few traces of cop-out and compromise.
Aside from the main events, which come in
four types – the familiar Race and Road Rage,
plus Stunt Run (perform stunts for scores) and
Marked Man (standard pursuit evasion) – there
are various bits and bobs to be collected all
over the map. Smashes, billboards and super
jumps will present no surprises if you’ve ever
played a sandbox driving game before, but
the way collectable cars work is kinda novel.
Winning some events will unleash a special
car somewhere onto the streets of Paradise.
Find it and take it down and it gets delivered to
your junkyard where you can go and pick it up
then go through the whole pointless exercise of
taking it to an Auto-Repair before entering any
events. You always have to drive to a junkyard to
change car, by the way, but they’re only actually
junked the first time you get them.
The game’s structure, at least what little
structure there is to speak of, works like this.
You start in a junkyard with a battered car.
Before you do anything else it’s advisable to get
your motor fixed at an Auto-Repair shop. The
name Auto-Repair is somewhat ironic seeing
as it would be a lot less tedious if your car was
auto (as in automatically) repaired before each
event. Anyway, you can explore the whole of
Paradise City from the very beginning of the
game. Every junction in the city marks the
start of a different event. To start an event, you
simply drive to the relevant junction and spin
your wheels, which, if the event you want is
on the other side of the city, is a much slower
process than simply choosing it off a menu
or map. If you fail an event and wish to try it
again, you have to drive all the way back to the
start point. There are no quick restarts. If you
win an event, you get a point on your licence
and once you have the required number of
points, your licence will be upgraded. It’s at this
point that the ‘structure’ gets really lazy. Does
a newly upgraded licence give you access to
all-new, exciting features and experiences?
Does it bugger. Quite the opposite, in fact.
Earning a new licence simply resets the map,
un-completing all completed events and
setting a new, higher points target for your next
upgrade. So instead of a completely new set of
challenges, you’ve got the same old ones again,
only a bit harder. If that sounds a bit rubbish,
that’s because it is. |
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But the cop-outs and compromises don’t
end there. There are two further problematic
upshots of Burnout’s new sandbox style.
First, it isn’t possible to predict where traffic
is going to be, and second, it is possible to
go completely the wrong way during a race.
Instead of responding to these considerable
inconveniences by putting the brakes on its
commitment to open-world design, Criterion
has instead made sacrifices in other areas. So,
to ensure that the unpredictable placement of
traffic doesn’t cause frustrating, impassable
obstacles there’s now a lot less of it, and to
counterbalance the whole ‘wrong turn’ issue the
AI has been dumbed down and crashes made
much more forgiving. As a result, the only way
to lose is to get badly lost, but even then you’re
still in with a chance. Crashing is no longer
much of an issue, driving skill doesn’t count
for much, and there’s no real point in taking
risks. It’s all about accurate navigation. So
much so that we soon learned it was a good idea
to slow down well in advance of junctions to
make absolutely sure we went the right way. A
Burnout game where it’s advantageous to slow
down!? Do we really need to say more?
Yes, we suppose we do. Especially seeing
as there are actually some positive things
to say about Burnout Paradise. The overall
presentation is excellent, and the visuals and
physics are of the highest standard, even if they
are both far too realistic to be in a Burnout title.
Plus, as a whole it is still kinda fun in an aimless
dicking around kind of way, especially online,
where it works well as a social game thanks
to good PlayStation Eye support and strong
competitive and co-operative modes. But do
you really want to spend the best part of £50
just to dick around? Maybe you do. Maybe
you’re a Need For Speed fan disillusioned
at ProStreet’s new direction. In either case,
Burnout Paradise is probably well worth a shot.
But fans of the Burnout of old, and anyone
else looking for a tight, focused arcade racing
experience will likely be disappointed.
Gavin Mackenzie
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