Showing posts with label burnout. Show all posts
Showing posts with label burnout. Show all posts

Wednesday, 4 March 2009

Review - Burnout Paradise: Ultimate Box

  • Game: Burnout Paradise - Ultimate Box
  • Format: Xbox 360
  • Other Formats: PS3, PC
  • Developer: Criterion Games
  • Publisher: Electronic Arts
  • Genre: Racing, Sandbox
Early 2008 saw the arrival of Criterion’s Burnout Paradise – a balls-to-the-wall, adrenaline-fuelled arcade racer that scrapped the menus for a free-roaming city with which to confound and annoy you. Upon lending yourself to the city for a few hours however, you soon found that navigating the twisty-turny streets like a twisty-turny thing became second nature, so fans of the game should feel right at home with the expansions as they are set once again in this ‘paradise’.

Wayne has already covered the core game and it’s assets in his review way back when, so I won’t go treading on his street-racing tippy toes… too much. The Ultimate Box contains the main Burnout Paradise game, with the inclusion of all the current updates and the free Burnout Bikes, in conjunction with the Party Pack – a pay-for add-on for offline multiplayer. From the offset you can see the transformation in the front-end menus as you are given the option to select ‘Burnout Bikes’ and the old favourite ‘Robotically-Controlled Driverless Cars’. As well as this, EA have jumped in with their big ‘online stick of internetz’ and offered the gift of a bulletin board detailing updates to the Burnout community and a nice little calendar detailing events to look out for – all while Paradise City loads.

Naturally, ever being the social stud that I am, I delved into the single-player Burnout Bikes as my first port of call, choosing the needlessly busty female rider in a fetching pink suit to tear some asphalt. What you notice from the word ‘go’ is the intense speed that is available to you from the off. The bikes pack a punch and it certainly gets the adrenaline flowing. It’s been a while Burnout, I’ve missed you like a fat kid misses cake. The good news is that the bikes handle very differently to their four-wheeled counterparts and it definitely feels fresh, even if you do miss boosting. You see, apparently the bikes go fast enough as it is, so there is no need for them to ever boost, making the ‘A’ button redundant in this mode. While perhaps leveling the playing field from wavy mounds to a smooth camber for those new to the genre, it does however render the tricks and stunts rather pointless as they only endanger your race rather than giving any sort of reward.

One of the biggest letdowns with the bikes mode that became immediately apparent is the lack of any sort of ‘oomf’ to the crashes. Instead of hurtling your twin-airbag parading avatar several miles into a particularly painfully placed lamp-post as your bike crumples to the size and texture of an Oxo Cube, you are left staring at an invincible vehicle sliding carelessly along the floor with your magical rider having teleported off-screen out of harm’s way. For a series that parades itself on sweet-ass crash physics, this came somewhat as a shock when all I wanted to see was some humorous ragdolls thrown into traffic when I ballsed up for the umpteenth time.

Overall, Burnout Bikes is exactly what Criterion says it is – an add-on. There are nice little touches - such as half the events on the map being available at night and the other half being available during the day – but the mode as a whole is weaker as a stand-alone game when compared to the majesty of Burnout Cars; especially when you can drive the Delorean (for a small fee of Microsoft Points). Each event seems more like a lonely time trial rather than a ‘race’ and you’ll find yourself coming back to the screeching tires of the four-wheeled exemplars soon enough.

Here we see 'Jez' driving up the brown slope

A quick flex of my thumb and forefinger to twist the volume up on my speakers instantaneously created a crowd of friends to huddle into my room – and so we come to the Burnout Party Pack. A mode for up to eight players sees you and your acquaintances passing the controller around and taking it in turns to beat each other’s score. For some reason the menu aesthetics have been completely revamped for this addition and the game suddenly looks even more colourful than before, resembling a scene from Willy Wonka’s Chocolate Factory, and very aptly setting a ‘party’ atmosphere without killing-off small children in every scene. From the player-naming menu thingy, you are given the option of how many rounds you and your chums would like to compete in, from one to eight in three categories. ‘Speed’, being the obvious from a racing game; ‘Stunt’, having you rather unimaginatively clamouring through the air over an object; and ‘Skill’ seeing you showboating in any way possible to garner enough points to rub in the unsuspecting face of your compadres like the streaker at a sleepover.

Out of these modes, ‘Stunt’ is probably the weakest, as it just requires either a pass or fail attempt and, unlike the other two modes, completely trashing the expected score will get you no further than just getting by with the requirements. A problem that I find with the party pack is not so much a qualm with the formula, but that fact that I cannot choose a specific event to replay at my whim. A particular favourite of mine involved power-sliding round a monument for as long as possible, but as far as I can tell, this will only come up randomly out of the ‘Skill’ category for a round. While not a structural weakness in the building that is Party Pack, it would be nice to have a supporting beam or two in the form of extra options. As expansions go though, the Party Pack delivers a wealth of content that’s more perfect for playing with friends than naked Twister.

Overall, the Ultimate Box is exactly what it says on the tin. You take an updated version of an already great game, add in a couple expansions as well as a great little party mode, stick them into a bowl, and mix the funk out of them. What do you have? An updated version of Burnout Paradise with a couple of expansions and a great little party mode… in a bowl.

Single Player Score – 9
Multiplayer Score - 9

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Tuesday, 7 October 2008

Feature – Paint By Numbers: The Racer


A Guest Article by Jambo

To be successful, every console needs a great racer. Sony has Gran Turismo, Microsoft has Forza Motorsport and Project Gotham Racing while Nintendo… well, let’s move on, shall we? It’s not just the 1st and 2nd party developers either, there are of course the multiplatform titles such as the Burnouts and the Need For Speeds which always seem to sell well and achieve more than moderate success. Anyway, intro aside, here’s what to expect from your typical racer…

1. The Racing Type

There are generally two main types of the genre outside of the obvious two-wheel/four-wheel: the Arcade game and the Simulator game (or, as some prefer, the street racer and the track racer). The Sim games are likely to be very popular, even though everyone secretly finds their difficulty (aka "realism") makes them unplayable. As a rule, Sim games include a ‘Garage’ in which to store your ‘fly wheels’ and make modifications to your vehicle. Most gamers will simply choose to try out different colours, add nitro options, place a huge spoiler on the back and try to make comical shapes out of the selection of self-design stickers available.

The second type is arguably more adored. Although Sims sell well, it is normally the Arcade racers that last longer. Triumphs of this type include both the Outrun and Burnout series. The arcade racer prefers not to place its head so far up its own backside that it needs a glass stomach to see out of, and instead offers innovation and above all: fun. Take the aforementioned Burnout series for example. A conventional Sim, such as Forza Motorsport, will reward the player for safe driving and maintaining a good driving line around the track. Burnout, on the other hand, rewards the player for causing huge pile-ups and forcing opposing drivers off the road in spectacular (slow-mo) fashion. As if that wasn’t enough they even felt the need to include a ‘Crash Mode’ to make the difference between the two types clear!

2. The Girls

Your typical mainstream racer will most likely try to entice you to purchase the game with pictures of scantily clad women adorning the box. The industry standard ‘Racing Babe’ has blond hair, wears hot pants and seems incapable of getting her bottom out of the way of photographs (especially when it comes to shooting the box art). The in-game role of this poor women is to calmly stand in front of a number of loud-engined vehicles and shoot a gun to signal the start of the race and then stand perfectly still as said vehicles proceed to go from nought to sixty merely inches past her. And her name doesn’t even get mentioned throughout the entire game! Talk about unsung heroes…

3. The Tracks

The Sim racer will pride itself on the true-to-life realism of the courses. Frequently used locations in Sim games are Edinburgh, Monte Carlo, Paris and London. The courses will often have surplus trees, one or two buildings and maybe a jump (if the developers are feeling audacious). This is in direct contrast to the mandatory dark grey streets of the Arcade racer, with the only light coming from the neon signs of seedy bars and clubs. The Arcade racer may use real locations but the developers will modify them slightly to allow for explosions and the lark (refer to Midtown Madness 3 for further research).

4. The Cars

Once again, the Sim will try to prove its worth by getting the official rights to use real cars such as Ferraris, Audis, Lamborghinis and Nissans, with the fan-favourite being a tie between the Nissan Skyline and the Enzo Ferrari. Of course, the downside to getting these official rights usually means that the cars can receive no damage in-game, leading to an criminally unrealistic experience in a genre that is supposed to be a simulator. The Arcade racer, on the other hand, will use its own brand of cars (sometimes only changing a letter in existing car manufacturers to create a new brand such as ‘Nossan’ or ‘Yotota’). By the end of the race your car will habitually only be recognisable by its license plate, and even then that has normally been lost somewhere by the second hair-pin.

5. The Racing

Again, the Sim is easily distinguishable from its Arcade cousin. A Sim type race is a straight forward tactical race to the finish line. The Arcade racer prefers to explore a different route by allowing the driver to destroy other vehicles or use items readily available on the track to give you an advantage. There will be countless occasions where you will be metres away from the finishing line only to be taken out by a well placed rocket. You are then forced to grudgingly sit in your chair and take the mocking from your smug friend like a man.

6. The AI

The artificial intelligence in racing games normally follows these basic rules:
1. No matter how well you race another vehicle will always be on your tail, ready to overtake the very moment you fractionally misjudge a corner.
2. As soon as you purchase/win a new car there will always be a driver with a better one that you will have to race.

7. The Soundtrack

Both types of racer tend to suffer here. The developers of Arcade racers believe that the gamer wants to listen to bland pop-punk and lyrically mundane hip-hop beats (I’m looking directly at you EA). The bands signed are usually ones that had huge one hit wonders then fell from grace. Alien Ant Farm, Ms. Dynamite and Feeder immediately spring to mind.

***

Overall, the generic Racing game experience can be duplicated by placing an issue of Top Gear magazine, some paint, a ridiculously large spoiler and an old copy of Maxim in a blender on high setting. However, once every blue moon an innovative racer emerges out of relative obscurity offering diverse gameplay and sublime modes as it sits proudly atop the gaming charts for all to see. Be it Sim or Arcade, the gamer doesn’t really mind, so long as it has plenty of leg room and hasn’t done too much mileage, they’ll be happy.

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