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     BurnOut Paradise

            The latest instalment in Criterion’s BurnOut franchise has arrived. BurnOut Paradise launches in the UK on Xbox360 and PLAYSTATION3 today, and has quite a reputation to live-up to. With each subsequent Electronic Theatre Imagerelease upping-the-ante on the crazed driving mechanics, speed and graphical fidelity, to succeed, BurnOut Paradise has not only to overcome these obstacles, creating a truly Current-Generation experience, but also compete against the likes of Project Gotham Racing 4 and ATARI’s Test Drive: Unlimited. You may think that launching a such a big profile game exactly one month after the retail hell of Christmas may be a bad idea, but given the fact that it’s the only release on it’s two host formats this week, and you can probably see where EA’s thinking lies.

            BurnOut Paradise changes the formula of the series somewhat drastically. New gameplay modes and vehicles are a given, but reinventing BurnOut’s wheel has obviously been deemed necessary by the developers. And it’s a double-edged sword. Instead featuring a League System as featured in previous releases, BurnOut Paradise thrusts the player into an open-world HUB system akin to Test Drive: Unlimited or Midnight Club, in which the player can select any Event of their choosing. Each and every junction on the HUB holds an Event, which the player can access by stopping at the lights and holding both the L Trigger and R Trigger. Events range from Point-To-Point Races, Marked Man (in which the player must safely make it to the designated destination without being destroyed by pursuers) and Road Rage (a specified number of Takedowns is required), and each completed adds a win to your Driver Licence.

            This Driver Licence is the essence of the game. When starting-out, much time will be spent simply driving through the streets looking for winnable Events in order to unlock better vehicles and progress through the ranks of Driver Licence; it’s not til an A Rank is achieved and the player is tasked with completing all one hundred and twenty Events that the game truly opens-up.

            The HUB however, is simply not as well refined as that of Test Drive: Unlimited.  While being intricately designed and infinitely more visually appealing than Test Drive: Unlimited’s sun-stroked vistas, there’s often a distinct Electronic Theatre Imagefeeling that much of the HUB wasn’t created for such unbalanced racing as that seen in the BurnOut series, and the increased amount of freedom is here the title’s undoing. Put simply, the thrills the series has offered in the past have come from racing towards oncoming traffic at breakneck speeds, weaving past opponents and drifting into first on tight corners, and while BurnOut Paradise does feature these moments, they slide into a second place behind the feel of freedom, and sees the game shuffling back alongside its’ competition. If saying that BurnOut 3: Takedown was the developers shifting ideas as opposed to selling-out, it would be hard to accuse them of doing so by allowing the game to become so open-ended; however it would be quite easy to criticise them for giving in to a current fad. There is no ability to jump across the HUB – even to previously visited locations – no restarts for Events and no Quit option. The A.I. opponents will often take the most direct route every time; whether you know that route or not and with little-to-no indication of where is best to travel, Crash Sequences cannot be skipped and often run for just long enough for you to lose your momentum and passing cars can often completely disappear – whether in the background or within imminent impact.

            The Crash Junctions have become a BurnOut staple since becoming so popular in the series high-point, BurnOut 2: Point Of Impact, and have also received somewhat of a facelift here in BurnOut Paradise. Instead of being a separate option, the player simply selects the mode Electronic Theatre Imageby pressing Up on the D-Pad and then presses LB and RB to execute. Every road in the game has its’ own High Score, and must be beaten by causing as much damage to cars, signs and buses (which add a multiplier) as possible before hitting the ground standing. The player also has the limited ability of bouncing their vehicle back into the air for some time; meaning the scores can be achieved across quite a distance. This is where the titles added freedom is a gift, and quite significantly; there’s no Loading Times for the transition.

            BurnOut Paradise retains the series reputation for excellent visuals. A highly detailed world in which minimal glitches occur, and locations are easily recognisable, cars glisten and impacts cause gut-wrenching crumple effects. The lack of any drivers in the vehicle upon impact – presumably to keep the title’s PEGI Classification at 3+ - can be somewhat eerie, but is forgivable. The sound quality is equally well balanced, with perfectly pitched metal-on-metal effects and the usual selection of EA Trax.

            BurnOut Paradise is a confusing game. The developers may have been right to want to give the player freedom; but here, there is clearly too much. The title is less like a virtual playground as opposed to a jigsaw in which the player is asked to put together far too many of the pieces. While being every boy-racers’ dream, fans of the series may turn away immediately when realising how drastic the change is.Electronic Theatre Image

 

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

25/01/08

Check out the current debate on BurnOut Paradise here.

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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