The European PS3 box art
Developer(s) Criterion Games
Publisher(s) Electronic Arts
Designer(s) Alex Ward (Creative director)
Series Burnout
Native resolution 720p (Xbox 360) 1080i (PS3)
Platform(s) PlayStation 3, Xbox 360, Microsoft Windows
Release date(s) PlayStation 3
Retail
NA January 22, 2008
EU January 25, 2008
Download
INT September 25, 2008
Xbox 360
NA January 22, 2008
EU January 25, 2008
Microsoft Windows
February 2009
Genre(s) Racing, Sandbox
Mode(s) Single-player, Multiplayer
Rating(s) ESRB: E10+
OFLC: M
PEGI: 3+
Media Blu-ray Disc, DVD, Download
Input methods Gamepad, keyboard and mouse
Burnout Paradise (formerly known as Burnout 5) is Criterion Games's newest installment in the Burnout video game series. It was released in January 2008 for PlayStation 3 and Xbox 360. It was also released on the PlayStation Store in September 2008 and will be available on Microsoft Windows from February 2009. It has an open world set in the fictional Paradise City, with no loading times and no traditional online lobbies or game menus. The song "Paradise City" by Guns N' Roses is the game's title music and also featured on the in-game soundtrack.
Gameplay
According to Alex Ward from developer Criterion Games, this game is a "complete reinvention" of the Burnout series. He also said "To create truly next-generation gameplay, we needed to create a truly next-generation game, from the ground up." Despite being in an open world, the game still retains the 60 frames-per-second most Burnout games have used. Initially day and night cycles were not included in the game but a software update entitled "Davis" added this element to the game. Records will now be kept on players' drivers licenses and there will be statistics such as fastest time and biggest crash for every street in the game. Unlike in previous Burnout games, Crash Mode, now called Showtime, can now be started at any time and place in the game; though Showtime mode is rather different from the usual Crash Mode. Also, for races, players may now take any route to get to the destination. Races and other events are simply started by stopping at any of the 120 traffic lights around Paradise City and applying the accelerator and brake at the same time. Multiple settings have been confirmed to be fully customisable such as:
* "Boost Rules", where the player may choose cars that use the boost styles from previous Burnout games.
* Whether or not there is traffic in an online event.
* Start and finish points for online events with up to 16 checkpoints.
The damage system has also been reworked. There are now two different types of crash based on the car's condition after the crash. If the player's car manages to retain all four wheels, and not break its chassis, the player may drive out of the crash and continue playing; this is called a "driveaway". If a player's car loses any of its wheels, has the engine damaged too much from an impact, or winds up outside of the game's map, the car is in a "wrecked" state and the player will have to wait until their car is reset. Cars can also be torn into several pieces, be compressed and deform around objects as you crash into them. However, Alex Ward confirmed in the Official Crash FM podcast that cars may not be ripped in half, as concept pictures and early information had stated. There are also other cars which can be obtained by typing in a sponsor code. These only work for certain regions. One of these sponsor code cars is the Steel Wheels version of the Carson GT concept car, which features the car with an armor plate and supercharger. The code for this car could be obtained from pre-ordering the game from certain retailers. When starting the single player mode you are assigned with a learner's permit and a single car. While playing you race and win events to earn points towards a higher license, from a Learners Permit (E-class), D-class, C-class, B-class, A-class, Burnout Paradise (S-class), Burnout Elite (SS-class) up to Criterion Elite (SSS-class). After earning a new license every event that you complete is reset so you can replay the event again to earn credit towards a new license.
Cars now have manufacturer and model names, which are loosely based on real-world cars but are mostly fictional (some of the cars are even based on those from a previous Burnout game, e.g. the Hunter Manhattan is the Classic from Burnout 2). Cars may not be "tuned up" or customized apart from color changes, which may be done in real-time by driving through the forecourt of a blow shop, which will randomly assign a color to the car, or by selecting the color in the Junkyard where you select your vehicle (after taking the car through a Paint Booth drivethru at least once). Other real-time changes include driving through the forecourt of a gas station to automatically refill your Burnout meter, and driving through the forecourt of a repair shop to automatically repair your car, allowing you to extend a Road Rage or Marked Man event beyond the car's damage limits.
The online lobby system used by most video games has been replaced by a streamlined system known as "Easy Drive". While driving, players simply hit right on the D-Pad and the Easy Drive menu pops up on the bottom left hand corner of their screen. From there, players are able to invite another player from their friends list. Once friends have joined the game, the hosting player is then able to pick from a variety of events to play. There are also special Burnout Racing Team cars that you can get.
Car types
Cars in Burnout Paradise can have one of three different types of "Boost Standard", showing what a player will have to do with the car in order to build up their boost bar:
* Speed: Driving the car at high speeds through oncoming traffic and/or weaving through traffic (performing a "Near Miss" where the car avoids another by a few inches or less) builds up the boost bar. This is the only type of boost in which the boost is not available until the meter is completely filled. When it is filled, the boost bar becomes inflamed and the player may use it until the player crashes, lets off of the boost, or runs out of boost power. However, the depletion of boost power on a Speed standard can cause a "Burnout" if the player keeps the boost button pressed after their boost bar is depleted, in which the bar refills allowing the player to continue to use their boost. As long as the boost is continued to be used and the car is continuing to be driven, the player can create a "Burnout Chain" for as long as the player is able. This is the only standard that allows a Burnout chain.
* Stunt: The player can only build up this boost bar by performing stunts with the car (driving through incoming traffic counts). However, as long as there is boost power stored, the player is able to use it. The Stunt boost is the longest boost bar initially.
* Aggression: The player can fill up this boost bar by reckless driving, such as performing traffic checks and/or takedowns, knocking over signs, performing stunts, and driving through oncoming traffic. Initially, the boost bar of these cars shows a "x2" at the end of the bar. If a player performs a takedown, the bar can be extended until the player switches cars (the only boost standard that has this ability), thereby showing a "x3" at the end of the bar instead. Like the Stunt standard, boost can be used immediately, regardless of if the player has the bar completely filled.
Cars are also rated on three merits when viewed at the Junkyard:
* Speed: How fast a car can go. The higher the rating, the higher the top speed in which a car will be able to reach without using boost.
* Boost: The cars boost power. The higher this rating, the longer the boost power on that car will last before running out.
* Strength: How long a car can go before becoming completely totaled. The higher this rating, the more likely the car will be able to survive a crash or be able to make another car crash instead of them (if a car is stronger than another, the more likely the car will make the other crash upon collision). This rating also determines how many crashes a car is allowed in Road Rage or Marked Man events before an event ends when the car is in mint condition upon entering the event.
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