While playing Electronic Art's recently released sandbox-racer demo of Burnout Paradise, I found myself absolutely jolted when I smashed my car, front-end first, into a wall. It wasn't the crash that startled me but my inability to do anything afterwards that had me flummoxed. Ever since I first tasted the glory of the Burnout series in Burnout 3, I had the ability to 'Aftertouch'. At the press of a button, I could initiate 'Impact Time' and enable the ability to slightly and slowly control the trajectory of my car, post-crash. Even though the camera angle was mostly locked, I could send my car veering towards a perceived rival car, or launch it into the air for a few laughs. It had become a convention of the series, appearing not only in the sequel Burnout Revenge, but also in the franchise-combo Burnout Dominator.
And now it was gone. Paradise's crashes greeted me with a vivid cut-scene of my car's hood and engine compacting against the stationary structure, metal crunching, sparks flying, painfully watching my car give way to the sudden release of energy. I could do nothing but sit and stare, although that didn't prevent me from fervently shifting the controller's sticks in the direction I wanted the car to careen towards.
Alas, my efforts were fruitless and, more often than not, fail to have the slightest impact on the camera. It felt like a step back for the franchise, as if an inalienable right had suddenly, and forcefully, been retracted. The Burnout series was previously quite progressive with how it allowed post-impact vehicular manipulation, and now I'm left with a lifeless car. My car no longer held a dying spirit fighting for that one last gasp, there was no pre-death-rattle convulsion. All that remained was a cut-scene.
Upon crashing, I'd find myself holding my breath, waiting see if my slight trajectory would takedown my rival, or miss them entirely, and I wouldn't exhale until my car found its resting place and the game brought me back into racing reality, ready to jump back into the action. The Burnout crash-scenes became a Hitchcockian thriller, teasing the viewer with a limited vantage point, refusing an optimal perspective for the unfolding events, forcing you to guesstimate where your car, and your rivals, would end up. It was pure exhilaration that nicely wound me down from velocity of the initial crash, but kept my heart pumped and primed to jump back into the race once Impact Time was over. The same simply cannot be said for a non-interactive cut-scene: Now I crash, I mournfully watch the carnage unfold and, once my car's restored, I sluggishly gas my way back down the road.
Yes, the absence of Aftertouch is lamentable, but the Burnout Paradise demo is still fantastic. The open-world structure works beautifully (so far), and I've pored more time into it than I have with several full-length Xbox 360 games. However, I can't help but twitch during these crash-scenes, balefully trying to direct my car towards more destruction, towards a more advantageous spawn point, towards fun. Each time quickly reminds me that this sandbox frowns on such interaction, and that I'll have to settle for landing wherever the game places me. I can deal with that, really. But, as engrossing and nicely composed as the crash-scenes are, I'll grow bored of them. Maybe not now, maybe not soon, but sometime in the future that boredom will turn to resentment, and that resentment will be taken out on the eject button. We'll see how many hours I expend on the game before that expunging takes place.
I haven't played the demo yet but I'll be sure to check it out tomorrow. I used to love burnout back in the day and it's sad to see the aftertouch not included in the demo since I remember that being my favorite part. All the car wrecks and aftertouch set burnout apart from some of those other racing games.
As long as it's more about actual racing than purposely crashing into others during said racing, then I'm in. Problem is, given there are achievements for takedowns I'm not holding my breath. Roll on demo, I live in eternal hope! While I think on, does anyone know if Burnout 2 has a widescreen mode on GC? If it does, I might just get that again for Wii for happy reminiscing.
For starters, the entire game is set in the open world of Paradise City, and the whole thing is unlocked right from the start. You can partake in any race or event that you want, and there are no off-limit sections of the city. You'll have to work your way through the game to get better cars, of course, but the city is yours for exploring right away.
Speaking of the cars, Criterion has taken a "cat and mouse" approach to unlocking them. When you win an event that "earns" you a new ride, it doesn't go straight into your junkyard for selection. Instead, you'll be able to see said vehicle racing around Paradise City and it's then your job to take it out any way possible. Once you've performed a Takedown on the vehicle, it's yours. If you choose to let them run free like marmots in the wild you'll soon find Paradise City filled with exotic cars for the taking.
Career progression works by way of a numbers game. That is, the more races you complete, the better and faster your opponents will be. The more Road Rages you complete, the more cars you'll have to take down in later events and so on and so forth. You start off with a learner's permit and after completing a handful of races you'll be given your D license. A while later with more races under your belt and you'll work up to your C license, and so on.
Something else that's changed quite a bit is Crash mode. Rather than having individual intersections set up and awaiting your destruction, you instead start a Crash Showtime at any point by pressing two shoulder buttons at the same time. Your car will then begin tumbling down the highway, taking out whatever you can manage to smash into. You earn boost for each vehicle you hit, which you can then spend to bounce your car a bit, keeping you on the move at all times. Busses are the only vehicles that will give you a multiplier here, which makes sense considering that we've been able to rack up a 430+ car Crash Showtime outing. We weren't sold on this new design at first, but it's getting more enjoyable as our skills increase.
One element of the design that we're not too fond of so far is the inability to jump to the start of a race. If you enter a race that takes you halfway across Paradise City and wind up failing, in order to try again you'll have to drive yourself back to the start. There is no quick skip option, which is a trade-off for having no load times once the game begins.
What's awesome, however, is the online interface. Pressing right on the D-Pad will bring up your online display, letting you invite friends into your game. When you've got a group together, you have a number of options at your disposal. You can create a custom race where you'll be given an overhead map of Paradise City, allowing you to place the start and finish and any checkpoints you'd like in-between at any intersection on the map.
Alternatively, you can begin any number of challenges that are specifically designed for the number of cars that you have. So, for instance, the challenges for two players are different than challenges for three, and all of the challenges that we tried were pretty awesome. One had two of us approach a raised bridge from either side and crash head-on while airborne. Another had us perform a series of barrel rolls, while a third had us run through an airfield and take a giant jump through a hanging ring. This last one was cool because getting through the hoop requires a bit of planning and acts as something of a small puzzle of sorts.
We've had a great deal of fun with Burnout Paradise so far. The game runs smooth as silk and retains the blazing-fast speed and spot-on controls of its predecessors. The game ships next month, but the demo is but mere days away from its December 13th release, so stay tuned.
Also, that Crash mode video looks FUCKING SHIT. It's moronic! Where the fuck has the old crash mode gone? It's so stupid that you can basically roll forever, and turn on a sixpence - while crashign, of course!
The crash mdoe does sound kinda rubbish. The whole point of crash junctions was that they had been specifically set up for great crashes, being able to crash anywhere seems to just defy the point a little bit, but I don't know, will have to see I guess.
Did you see the video? It's properly lol-worthy, the guy basically hits the shoulder buttons together, the car 'bails' (imagine like in Tony Hawk's Project and then its starts bouncing. He steers it around as it bounces, controlling the forward/backward speed, even turning on the spot (while bouncing and crumpling his car). Basically the Burnout meter goes down while you're crashing - but here's the great bit! You can fill the burnout gague again by hitting a certain amount of cars! So in that video he bounces around in ONE CRASH for about 3 minutes. It's a fucking joke tbh.
Second video a lot more promising. Does he drive straight through some lamp posts without losing any speed at all there? I really really hope there's room for some Burnout 2-style racing in this one as well as the bashing into everything mindlessly stuff.
The whole seeing a nice car driving around after unlocking it thing is ace. I was hoping for something similar in San Andreas, with literally maybe one super GT or whatever being on the map, so it actually being a massive rarity for you to see it, but once you do, you can scope it out and try and steal it. Or maybe there would be carjackers who'd take especially to stealing your modded cars, and in some points in the future you'd see your unique car being driven around by the thief, something like that. It'll be a good feature in Burnout, providing that it'll be less than common for you to see your unlocked cars driving around, otherwise it's just a pointless delay to you unlocking it, rather than a genuine sense of achievement and excitement when you see it.
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