Repetitive and relatively simple perhaps,
but when it’s fundamental gratification
you’re after, Burnout Paradise doesn’t go
far wrong. A worthy challenger to the
likes of Forza 2, PGR 4 and ProStreet.
SCORE
15/JAN/07
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Notebooks are the videogames
journalist’s lifesaver. Time
after time slovenly bug-ridden
pieces of code are placed before our
bloodshot eyes, pierced with so many
gaping holes memory just isn’t enough.
Even when this isn’t the case, some
artistic metaphors about how games
are like a walk in the mountains, or
perhaps that first crisp breath on a
winter’s morn, fill our minds and must
be committed to paper. That’s just who
we are. Other times though, the games
we play satisfy a desire so primal (and,
in this case, yokel) that there’s really no
need to waste any of mother earth’s
resources noting it down. We’ll let the
fact we straddle two cars to work take
care of that.
Getting back to the point for a
minute, Burnout Paradise offered so
little to irk us that our notes extended
to barely half a page – the sum total
of features that provided cause for
concern. In highly unusual fashion, we’ll
deal with these first. To start, the series’
famed crash mechanics have been
tweaked just a little, bidding a fond
farewell to an ability to bat oncoming
cars away in all directions. While this
gives the game a pleasing touch of
weight, it also means that even the
slightest clip of a drone car travelling
across your path mid-race means instant
on-your-roof terror. In a game where at
least 40 per cent or so of what it takes
to win races is luck, adding this effect
into the bargain, pretty as crashes are,
can frustrate. Of course, this also means
that bothering to upgrade cars is made
just that little bit pointless; the strength
stats having little overall affect on how
you race.
Moving on (and you might be able
to tell how desperately we searched for
faults here) it’s not possible to customise
the controls. An hour or so’s gaming
in you’ll be struggling to care, but a
game without speed indication isn’t in
dire need of analogue acceleration and
braking. The kerb often does that last
one for you, after all. Lastly on our list of
devil’s jockstrap-ness comes that most
EA of complaints: rubber-banding of
races. This is actually a rather unusual
complaint, insofar as we can understand why you might lose a race after being
up top all the way – a crash proves good
enough reason. However, what we can’t
understand is why routes with but half
a mile to travel can be conquered from
last place by fearless use of turbo. It’s
not even like traffic levels are particularly
lethal to counter this. So, in summary,
that’s 270 odd words of complaint
spread across the game’s entire life
span. Trust us – such harsh, harsh
words will appear as the merest broken
wing-mirror shard three miles down the
tarmac within five seconds of each time
you put pedal to the metal and hang on
for dear life.
As covered previously ad nauseam,
Burnout Paradise’s big draw over its
predecessors is the overall setting.
Gone are the tubular tracks and rigidly
defined crash junctions, replaced by a
whole city (see if you can guess what
it’s called). While it’s not exactly living
and breathing (heck, if EA’s policy on
family censorship means the cars don’t
have drivers, there’s not a cat in hell’s
chance of pedestrians), there’s certainly
a multitude of nooks and crannies to
be discovered.
Included among these treats are
the events themselves, accessed not
via apparently filthy menus but by
momentarily spinning your wheels at
any junction with traffic lights. Well over
a hundred such start points exist within
the city limits, giving Paradise an ability
to convince you there’s some kind of
engulfing world surrounding you, while
also offering an opportunity to jump
in, quickly complete an event or two
then jump straight out again. Our initial
concerns about whether this system
would leave you desperately searching a
labyrinthine map for the remaining half
dozen events later on have been allayed
– your map is refreshed with every new
license class. That’s plus ten points to
EA, then.
Regardless of such structural joys,
there’s an extent to which Burnout
Paradise’s identity crisis is worse than
Marilyn Manson and Eddie Izzard
combined. Stretching no doubt for
that illusive casual market, we aren’t
entirely sure Criterion isn’t in fact
deeply embarrassed to be working on a
videogame, and can’t decide whether it
would rather take on, say, The Fast And
The Furious or some such instead. How
so? Well, there’s the obvious ‘getting
rid of menus’ thing, which is somewhat
akin to encyclopedia writers getting rid
of an index on the grounds people might stumble across information they’d never
heard before. While as far as reinventing
the wheel goes this can be considered
a roaring success, why make so big a
deal of throwing away a navigation
system used since the dawn of time,
saying it shakes gamers out of the overall
atmosphere? Why do this, indeed, when
in order to unlock cars you must take
them down as they ‘randomly’ appear
from right behind you between events
– a process that’s about as transparent
as our insistence that Dead Or Alive
has sound fighting mechanics. Why,
indeed, make gamers trundle to one of six in-world junkyards in order to change
cars (with the almost invariable result of
driving straight past something you want
to do), when whopping great scores
garishly fill the screen during almost
every kind of event? It’s pretty difficult to
forget you’re playing a videogame then,
we can tell you.
Of course, the fact that said vehicle
changes become necessary pretty quickly
due to differences in boost behaviour
between them adds to the fun. So what
point are we trying to make? Probably
that when the action on offer is so heartpumping
and adrenaline packed there’s
no need to pretend it’s all real. We know
there’s a pensions crisis in this country
but why does Criterion want to give the
elderly and infirm heart attacks? That’s
just cruel, man.
It’s all because every hair-raising
turn and near-death experience is
pure, unadulterated (and largely
uncomplicated) Burnout. There’s no
over-exaggerated checking of chassis
into the barriers, the default camera’s
actually been placed in a position where
upcoming threats can easily be seen
and the handling is a joyous mix
of instant response and OutRun-style
rollercoaster drifting. Sure, a
condescending American DJ is still
present and incorrect, but you can’t
have everything. Like Christmas nibbles
started in the spirit of general family
well-being alongside a platter of fat-free
white meat and steamed vegetables,
the calorie-controlled slices of gaming
Paradise offers never fully satisfies. Before
you know it, it’s February and you’re as
wide as you are tall, full of regret and
can’t get rid of the faint smell of cheese.
We’re not sure which of the two images
this description applies to, so use your
imagination. Suffice to say, the time to
stop will be when continuing proves
medically impossible. Much like the
aforementioned dinner, in fact.
This accessibility isn’t limited to the
next time a set of traffic lights is found
(though this, of course, will only be a
matter of 15 seconds at the most) – in
a move most in touch with the series’
past lunacy, Showtime mode effectively
replaces crash junctions totally. Accessed
literally at any point (meaning cut-scenes
of almost any kind can be eliminated,
too), a quick dash of the bumpers will
see your vehicle fly into the air with all
the grace of an ice-skating stick insect.
Using the A-button to fling yourself
skywards upon landing and directional
controls to coax your car around (just like
in real life!) you can skip down the road
until you either run out of boost, or give
up entirely. This is wonderfully absurd
stuff and not without point as, such is
Criterion’s ability to integrate all aspects
of rule-less racing, each road will have a crash high score attached to it, which
appears as a target when Showtime is
activated. Thanks to this, players will
be able to rule each road on their own
console, among their Friends List and
even worldwide.
You see, each road in the 50 or so
square miles of turf Paradise has to offer
sports its own name, much like in real
life. As mentioned in previous issues of
X360, the idea was for gamers online
to suggest roads on which to meet
– an idea that seemed strange and
alien to us at the time with such a large
environment to learn. The truth however
is that attempting to master each road’s
Showtime and quickest time records
soon has the city’s landscape etched in
your mind like the streets of your home
town. Though the many shortcuts on
offer take a little longer to appear in your mind’s eye, simply cruising the
streets looking for the barriers closing
them off proves just entertaining enough
to soften the blow of commutes for
at least ten hours’ gaming. If there
was ever a game capable of keeping
you entertained simply through an
overwhelming mass of stuff to do, this
is it.
Erm, yes. At the end of the day, the
summation of this review would read as
an account of the difficulty of translating
an interior rush of adrenaline into stupid,
incompetent words. If we were Jeremy
Clarkson, we would simply do a piece
to camera as we yelled the words
‘speed!’ and ‘power!’, while uttering
something uncomplimentary about
Americans. Unfortunately, humble ink
and paper doesn’t allow us to do that.
Apart from his inability to walk away
from 150 miles per hour collisions, the
feelings described are identical. If, by
some quirk of EU law, a game could
be released packaged with some kind
of stimulant drug (Red Bull Racing,
perhaps?!), it would still struggle to
match the intensity on offer when you’re
belting through traffic at some unholy
speed, praying the next bend won’t hide
some timid old lady, edging out into the
road to get a clear view.
Critics may argue that there’s a degree
of repetition to be found, as reset events are simply replaced with the exact same
victory conditions offered before, but
the fact remains with an open-world
environment some routes will simply
offer more entertainment than others,
and should therefore be employed to
full effect. Besides, this is a game to
be nibbled at; one to put down at the
end of an hour-long play session joyous
and eager for more. To grind away at its charms for more than that time would
be like buying a tasty strawberry
milkshake before taking it down your
nose – an unpleasant and unnecessarily
sticky experience.
After being perhaps the Burnout
series’ most fervent critic (arguing
against the creation of a ‘series’ at all),
this reporter has to therefore concede a
triumphant return to form. The revamped environment provides ample scope to
race honestly or not, removing the need
for those just after an old-school ‘avoid
the other vehicles’ challenge to indulge
in over-elaborate sideshows. Essentially
what we’re saying is you can never have
too much choice.
And so, the title of ‘Best Game
Released In January’ is won, collected,
and sped off into the night with
screeching tyres. While our lead review
proves more of the same is to come
this month, you could certainly do far
worse than throwing a few of those
leftover Christmas pounds and gift card
points the way of EA. After all, gaming
experiences this fine come along rarely,
and are to be enjoyed with a glass of
your finest wine at leisure when they do
(or, failing that, your fizziest pop). You
might even have a ‘smashing’ time. Or
maybe ever a ‘cracking’ one. Break a
leg, and so on. Whatever embarrassing
phrase you choose to use, this is a
sparkling return to form for a series
pretty much on top anyway…
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