For the first time in the series, Burnout is free-roam. Previously, Burnout has always been about racing around predetermined tracks, like in most racing games. But now, Burnout is breaking out of its shell, with 30 miles of road to explore. However, Paradise is certainly not the first racing game to be free-roaming. Need for Speed: Underground 2 was also free-roaming, as was its sequel Most Wanted, not to mention the completely franchise unrelated Simpsons Hit and Run. There may be more I'm remembering at the moment too. But that's all besides the point. Because this is Burnout, one of the best racing series of the last generation, and extremely popular since its reinvention in Takedown. Burnout is being reinvented once more, and all the while retaining and amping-up the awesomeness from previous iterations.
Its just another day for Bob and Bill until a rampant car careening through the air causes massive damage to both vehicles.

Taking Burnout free-roam requires several changes to the series staple. Even so, most everything, in so far as I know, is coming back. This includes traffic checking. As long as its not a bus, players can hit same-way traffic from behind, careening them through the air. I actually didn't expect this to return, considering the new free-roam approach, but I trust Criterion and it will probably work great. Boost still fills in the same way it has since Takedown, by near-missing, driving towards oncoming traffic, jumping, and a bunch of other ways. Pretty much, as long as players are driving they can boost.

another recent addition to the series is a little side game called power parking, which sounds like it will pop up any time you find two cars parked close together on the side of the road. The idea is that you need to whip your car around using the E-brake and slide right into the parking space between the two cars.Sounds pretty sweet to me. Already, Criterion seems to be packing Burnout Paradise with a ton of stuff to do, and all of it in a seamless fashion. Crash has been changed a bit too. Unless the crash is serious, your car will not cut into aftertouch, but will instead keep on going, retaining the famage from the collision. Considering the number of crashes players are bound to start in Paradise, this seems to me very wise. Triggering dramatic crash slow effects and camera angles ever 10 seconds would break up the action too much. Only when the car is guaranteed to be totaled will the dramatic crash effects kick in.

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