Burnout: Paradise Lost and Found
Tuesday, February 5th, 2008
When Criterion’s Burnout: Paradise demo went live last December, fans of the high-speed, crash-and-burn racing series were largely unimpressed. And for good reason: It was boring. Instead of the open racing world Criterion promised, the demo was tiny slice of unremarkable cityscape that played host to a scant handful of racing events.
Criterion’s Alex Ward responded to the chorus of yawns and whines with an indignant holiday missive on Criterion’s website. “We think we made THE best demo released all year,” he wrote before launching a full-frontal defense of the upcoming title. “This new Burnout is an experience that YOU choose how to play rather than us forcing a game structure on you - when the rest of you get to play the full game I am confident you will agree.”
I wasn’t convinced by Ward’s open letter. Let’s face it: Game industry talk is very, very cheap. But as I now know from a series of marathon sessions with Criterion’s finished product, Ward was right. Criterion knew what they were doing when they built a game that defied established conventions.
(Read the rest of this article over at The Escapist)
Several weeks back I visited a local children’s hospital to get a better handle on just how Child’s Play makes a difference in kids’ lives. It was awesome. I wrote about it for The Escapist. Here’s an excerpt:
Three and a half years ago, Crytek didn’t have a reputation to worry about. No one could’ve guessed that the unknown German studio’s debut game, FarCry, would reset the standard for graphics and convince droves of PC gamers to pony up for the latest generation of video hardware. FarCry’s visual wizardry surprised just about everyone.![06[1].jpg](http://lowspec.com/wp-content/uploads/2007/10/06%5B1%5D.jpg)
![PHcover[1].jpg](http://lowspec.com/wp-content/uploads/2007/10/PHcover%5B1%5D.jpg)