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)
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Including Halo 3’s Theater feature is a gutsy move on Bungie’s part, considering how easily it allows players to discover and document flaws or glitches. But for the most part the game typically looks far more incredible in stop-motion fly-throughs than it does at its standard breakneck pace. As I’ve carefully maneuvered my camera through former games I’ve realized just how much artistry I’ve missed. I always loved the way real-life photography gave me a new appreciation of my subject. The same happens as I’m snapping images from Halo 3. Where once I saw a standard sci-fi shooter with somewhat generic art design, I now see a painstakingly detailed world.![33484[1].jpg](http://lowspec.com/wp-content/uploads/2007/10/33484%5B1%5D.jpg)