![]() You travel!ĭig, if you will, a swirling mush of chromed-out PowerPoint letters jerking off in the darkness of a conference room. In paradise, your whole life is the menu! You don’t select words from a list. In paradise, every stranger would be a fellow racer. In paradise, every streetcorner would be a starting line. So, let’s examine this moment in history. The line from Burnout Paradise to Star Wars Battlefront II ($ out of 5 stars) is straighter than you might believe. But make no mistake, it was also Electronic Arts’ beta test for the coming decade of game development where any time a player spent in a game was a victory, for good or for ill. It was their high-definition playground a demo tape for the big time. Its micro-moment design remains unmatched ten years on, even alongside developer Criterion Games’ later, larger-budget efforts with Need for Speed: Hot Pursuit (4 out of 5 stars) and Need for Speed: Most Wanted (4 out of 5 stars).īurnout Paradise was Criterion’s tipping point. Its monstrous video-frictions crackle at each speed-boost, at each arcing turn, and at each concussive collision. Self-confidence trembles and busts from its core locomotion. Burnout Paradise is a dead-ahead arcade racer. ![]() Ten years? Wow! It’s amazing the restraint games from this era demonstrate, comparatively speaking. ![]() Maybe Burnout 3 gave me appendicitis in 2004? Medical science is a mystery. I ripped Metallica’s Master of Puppets onto my Xbox in college and listened to it on repeat while playing the road rage mode in Burnout 3: Takedown (5 out of 5 stars). I completed Burnout 2: Point of Impact (3 out of 5 stars) on GameCube. I 100% completed the game twice on PS3 once before the trophy patch, once after. Today is the tenth anniversary of the million-selling PlayStation 3 and Xbox 360 action-driving game, Burnout Paradise, developed by Criterion Games and published by Electronic Arts. Hello! It’s me, professional internet storytelling professional, Alex Crumb.
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