Just thought I'd put up a thread about this game because it's play worthy, optimized well, and has very good graphics. Also to warn any whom don't know that the menu is very hard to figure out. Esc + F2 + F2 gets you to the Options screen. Numberpad 6 + Numberpad 2 gets you to the Restart option added with the Ultimate Box patch. Restart can be used during or right after any event to warp back to the starting point.
Another thing that some may not know whom haven't played Burnout before is no races have set courses, you can take any route you want. There are 8 spots on the map events can end at and any intersection where there's a traffic light is a starting point for an event. Events come in the form of races, burning routes, road rage, marked man, and stunts.
The former and latter are self explanatory, though I should mention stunt events are the only ones done solo. Burning routes are solo time trials that require a specific vehicle at each starting point. Road rage is won by a certain number of take downs (wiping out another car), marked man by surviving as the lone victim of others trying to take you down. This is WAY better than the thugs they have you taking out in NFS: Undercover, just no comparison.
Then there's Showtime, which is not an event but style points you can obtain anytime at random whereby you can keep any vehicle you're driving crashing into other vehicles by hitting the Showtime key as well as the nitro key. One rolls you off of vehicles as you crash into them, the other lofts you off the ground when landing.
The Paradise City map is beautiful and has lots of nooks and crannies to experiment with routes and stunts. Navigating on the fly during high speed races with the mini map is quite difficult unless you open the main map here and there to mentally plot your route as you go. That's right, you can't set waypoints and there's never a highlighted route. There's no GPS at all, not even for driving to already discovered repair shops, gas stations and junk yards.
This map has more terrain variety than a lot of NFS games so it's interesting but also hard to memorize. Lots of places to easily get turned around but also lots of possibilities with amazing route options, sometimes going on and off bridges, across ravines, etc. Once you learn the knack of getting on and off freeways and bridges, you can use them to travel at higher speeds and/or avoid much of the carnage that the AI dish out on the typical routes they take.
The slo mo crashes in this game are to die for. So well detailed visually and aurally. It's a shame they didn't put drivers in the cars, but that would have involved adding complex physics of the driver being thrown out in many instances. I really love the instant repair shop and gas station drive throughs that fully restore your car mechanically and recharge the nitro boost. It's quite fun to plan driving through them at speed while in an event.
There are some things about the game that some aren't going to like, such as having to drive to one of 5 junk yards to swap out cars, esp considering it's best to have specific types of cars for certain types of events. The junk yards combine as one big garage for your cars. They wanted to design the game in such a way to force the player to drive around so as to memorize the map. Due to overwhelming demand they added the Restart option, but I can see their point in emphasizing the learn the map as best you can mindset. It can avoid a lot of annoying trips to the main map during events.
The reason the cars don't have drivers is because Criterion did not want Burnout Paradise to get a T rating. The only reason the bikes have drivers is because it would look stupid to see bikes driving themselves. The riders disappear when the bike crashes.
The purpose of the menu was to keep things flowing naturally, so you don't have to exit your game to join something online.
But anyway, nice review! It's good to know that I'm not the only one here at GF who plays Burnout Paradise.
On a side note, to anyone who isn't completely filled in on things, the game's graphics have gotten a major improvement, with a lot more colors and better night time driving. Criterion are bent on making Paradise perfect.
Well I'm sure some of the no drivers in cars decision was due to gore effecting ratings, but it certainly would have involved more complex physics scripting too, and then there's the fact that it's primarily a stunt game anyway, not a full on racer or SIM.
What you described concerning the menu is only one small part of it, and has nothing to do with the fact that they used tiny little fonts in the upper left of the screen to very vaguely indicate how to get to the options screen, which are only visible after hitting Esc while in play. Nor do they tell you that you can get past the first screen F2 reveals, which is clearly inserted for sales purposes. That sales screen shouldn't even be part of the main game menu navigation and only servers to defeat any attempt at it being fluid to use. Then there's the fact that there's no indication whatsoever in the menu of how to initiate a Restart.
I DO happen to like that you can seamlessly jump straight from what you're doing in sp to mp play, but these other problems are inexcusable and commonly complained about. Some say it's the worst menu of any game, which is not far from the truth as far as sp play is concerned. I don't mean to sound flippant, I just feel such a good game should have had a more intelligently designed menu. Despite their goal of making it fluent in use, it actually has the opposite effect in some ways.
Thanks for reading the review, and glad you liked it. It's obviously not as thorough as someone whom has experience with previous Burnout titles could write though. My main intention was to let those whom don't play on consoles know that this first PC version of it is definitely worth playing.
I agree that the graphics are pretty good. I should also mention though that I noticed they tend to look better when the Time of Day setting is adjusted to 2 hours for a complete day. This game has the most elaborate TOD settings of any I've seen. I have tried 24 Hours per day, Midday, and 2 Hours per day.
With 24 Hours per day and Midday you don't see the nice sunsets, starry skies, etc, even playing fairly long sessions. If I had higher spec I would try higher shadow detail, which I'm sure would make the graphics look even better. Is is well enough optimized though that I found I can actually capture videos of multi car events with my old P4, X1950Pro rig, even with High textures.
I have more or less beaten the game because I've already seen the credits roll. I don't want to give away juicy details, but suffice it to say there's much more gameplay even after beating it. In a sense you've only just begun when the credits roll because you can still achieve a higher license level and there are nice cars available at that point, like the Hunter Racing Oval Champ, a sort of race level Aggression car which is awesome, and in the videos I captured. I've yet to compress them though.
I love the Hunter Takedown 4x4 too, possibly the toughest aggression vehicle in the game. I actually collected the Oval Champ whilst driving around having fun wth the Takedown 4x4. I was on my way to the starting point of a stunt run I wanted to record when I saw the Oval Champ stopped dead at a bridge pylon spinning it's wheels. The poor thing didn't stand a chance. LOL
I'm going to go back and make another vid of the stunt run with the Takedown 4x4. It's one in the far NW part of the map and has a lot of offroad shortcuts, Superjumps, and Billboards. I ended up finally beating the 170,000 point stunt run I was recording with 262,000, but I scrapped the vid knowing I could do better. Now I'm not sure I see that event available with my current license level. That run was the last at Class B.
That truck is hard to handle but max on strength. It can actually smash into the rear end of cars at speed on the freeway without totaling. When doing race events with it, it's a lot like GRID with the Repulsor Field cheat. Cars just going flying off it.:lol: You have to be careful when near low guard rails though. The thing handles bouncy and the big tires will roll right over small rails into areas that render you crashed, ending your stunt combo. I never could figure out why rolling onto a little grass patch between a guardrail and cement wall renders you crashed, yet you can fly off a cliff with only water below you, then suddenly appear on a roadway below as if never crashing.
Those patches of grass are areas that you're not supposed to drive in. They're enclosed in fences for a reason.
gravy666;4800242Those patches of grass are areas that you're not supposed to drive in. They're enclosed in fences for a reason.
LOL, I know, though I think you missed my point entirely. It is quite easy to get into many of those areas unscathed, so why not simply make it so you can drive out as well without having to end an entire stunt run merely for this aspect of the game that is not in keeping with the open world concept of the map?
Also, like I said, they have many spots where you can fly off cliffs, clearly not headed for anything remotely resembling an accuarate or safe landing on tarmac or structure, yet you're suddenly placed there magically without crashing.
In other words, there is a drastic, extremely unrealistic over-correction feature for dropping off great heights regarding your landing, yet you so much as drive into a little fenced in grass patch without damage and you're suddenly a bad driver and crashed.
Now tell me honestly, does this really make sense to you?
Does Burnout as a whole make any sense to you? I mean really, a bunch of haunted masochistic cars racing around a city with nearly 0 law enforcement, driving at 200mph listening to a radio station that encourages such behavior.
Yeah but that's the obvious part, the nature of the game itself. I'm talking about the criteria with which they determine a crash, which is not very consistent. I only mentioned it because you responded as if driving into those little fenced in areas makes sense to have as registering an automatic crash even if your vehicle is undamaged, yet you can literally go free falling with nothing below you and be magically transported to a safe spot without crash. It's just one little thing about the game that has you giddy one minute, and cursing at it the next.
I understand that it's hard to make some areas non drivable yet fenced in adequately, but they could have made the guardrails a consistent height so you can bash into all of them if fairly parallel without going over them. It takes away from two aspects of this installment they tried to stress, an open world environment and fluid gameplay. If they're going to give you so much leeway with huge drops, they should with driving into those fenced areas.
I can see calling it a crash if you land a jump in a fenced in area you can't drive out of, but the situation I'm talking about is quite different. These are places you can easily drive into with certain vehicles if not careful, and the one I'm talking about doesn't exactly handle well. Granted it's just a minor nit pic, but a valid one none the less.
>Omen<;4800476Yeah but that's the obvious part, the nature of the game itself. I'm talking about the criteria with which they determine a crash, which is not very consistent. I only mentioned it because you responded as if those little fenced in areas make sense to have as registering an automatic crash, yet you can literally go free falling with nothing below you and be magically transported to a safe spot without crash. It's just one little thing about the game that has you giddy one minute, and cursing at it the next.
I don't know, maybe you need to chill out a bit. :lol:
Out of curiosity, have you ever played previous Burnouts? Burnout 3 and Revenge in particular? Because a lot of the same crashing rules transferred over into Paradise...
Generally, though, you need to smash up any of the four tires, the engine, or the sides to wreck your car. If they aren't hit hard enough, the car survives.
Easy for you to say, you weren't the one having to restart numerous times due to one spot on a stunt route I was using having a narrow, winding off road section with a very annoying tiny guardrail that the Takedown 4x4 likes to get frisky with if it so much as lightly grazes it. Maybe you can accept a lot of bizarre inconsistencies in a game, but to some they stick out like a sore thumb.
Since I play PC games only, this is my first Burnout game. Though a minor nit pic as I admitted, I really don't see how you could not see the lack of consistency in what I'm referring to unless you've not played the game enough to have used the vehicle I'm talking about in such places. Nor does pointing out the obvious about what wrecks a car via actually crashing have anything to do with it.
If you played Burnout as much as you say you should know full well there are many instances where your car is quite drivable, yet registered as crashed ("wrecked") if you're in one of those spots, which of course ends a stunt run if you're beyond the time limit, even if the 5 sec timer is not maxed. If you get there via a badly attempted jump I can see it, but if it's a spot you can easily drive into, it's a bit absurd.
Anyway, I'm done beating a dead horse on this subject. Like I said, I'd not even have felt compelled to explain it had you not sounded like you're OK with the Wrecked status via merely driving into little fenced areas, even though falling from great heights far away from something to land on suddenly has you appearing there unwrecked.
I didn't make it!
Ok this turnede into a Omen-Gravy thread :P or chat :lol:
Well, i like the game, but not that much, i found it boring and i feel lost when i plaayed..