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Posted Thursday, December 13, 2007 12:15 AM

The Burnout Paradise Demo Is Going Live On Playstation Network and Xbox Live Marketplace. Producer Nick Channon Tells Us What To Expect.

N'Gai Croal
  Burnout Paradise, by Criterion Studios and Electronic Arts 

As we said in our brief preview of Burnout Paradise, we're rather enjoying its fresh take on the racing genre. When we interviewed Criterion Studios creative director Alex Ward following the game's award for Best Racing Game from the Game Critics Association, he told us, "It's the first open world game we know of that runs at sixty [frames per second.]" Having achieved this goal without stinting in any way on the graphics, Criterion joins Infinity Ward as the third party developers which have extracted the most from the tricky-to-program Playstation 3. With the demo for PS3 and Xbox 360 going live today, we once again contacted Electronic Arts and Criterion to find out what gamers should expect from the demo and the finished title, which arrives in stores on January 22nd. Producer Nick Channon answered our questions via email; here's what he had to say:

What should gamers who download the Burnout Paradise demo expect to find?

The great thing about the demo is that we have packed loads of gameplay into a small area of the map. As such, users will be able to get a real feel for the game by exploring the open world, playing a great new game mode called Stunt Run, and also have the ability to connect online. It was really important for us to give a real flavor of playing Burnout Paradise and the demo really does that.

When did Criterion begin work on it?

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We started work on it about 3 months ago and have put as much effort into getting the demo right as we have the main game.

The structure of an open world racing game, as implemented in Burnout Paradise, is very different from the event-by-event approach found in traditional racing titles. What kind of feedback did you get about the various aspects of Burnout Paradise's open world structure, and how did that evolve the design of the game?

When we started Burnout Paradise we wanted to create a game that was truly next gen, part of this was challenging gaming conventions. Our goal was to create a game where there was no front end and no loading.  Every choice you make has to be done while you are still playing in the open world. Obviously this is a big change, but we feel that's what next gen gaming is all about. We've made loads of changes along the way and these changes came as a result of us playing through the game and also watching others play through it.

The key thing was to tell everyone what the core game elements are and how they work. Hence, we added the 'tutorial' when you first play the game. When you come across anything major, we pause the game and the DJ tells you what you need to know.

How difficult was it to implement the online system, which allows players to send invites to their friends without having to temporarily leave the game in order to go to a menu?

Online should play a major part in any next gen game, and at Criterion we play a lot online; however, we became frustrated with just how hard it was to get online and how much time you wasted sitting in lobbies waiting for people to join a game. As I've already said, we set out to change gaming conventions and we really felt it was time that lobbies became a thing of the past. You shouldn’t have to lose any time playing a game by waiting for others to join. The biggest challenge was coming up with a system that allowed you to send invites and connect while driving.

Ultimately, it came down to a few incredibly talented people with the determination to make the vision work. Sure, there were issues along the way, but we just had the mentality that we had to make it work and that's what we did, and we're incredibly proud of the results.

Also, will the new Showtime crash mode be playable online? If so, how will it work, and what's the longest you've seen someone keep their Showtime crash going?

Yes, Showtime is available online and you can have up to 8 players in the same world playing it all at once. The fun thing about Showtime is that it's completely possible to go around the entire city in one run. I'm sure it won't be long before we see someone getting from one side of the world to the other on YouTube, which would be great. The whole point of re-inventing crash was to allow the user complete and utter freedom to do it wherever they wanted.

How much of a challenge was it to QA and bug test this game?

Obviously QA for a game this size is always a challenge, simply due to the size of the game. However we had a huge team of testers playing the game, and we spent lots of time early making sure that the game was always incredibly stable, so full play-throughs happened much earlier than any game I've previously worked on. This allowed us to find many of the bugs early in the process. We also do lots of testing on the team, every team member has to play the game every day and give feedback on balancing or any issues they find.

Are there any funny bugs or flaws the team found that you can talk about?

One of our early bugs actually developed into a feature. One of the artists setup a jump ramp with a split polygon in it, this meant that when the car hit the ramp it would always roll. We thought this could be really cool and asked the art team to create split ramps and hence barrel rolls were added as a feature to Burnout Paradise.

What event types and race customization features should players expect to see in the final game?

The final game modes are Race, Road Rage, Marked Man, Stunt Run, and Burning Route. With regard to customization, we allow you to fully customize routes for Races online, as you can determine the start and end point and also put checkpoints in between.

After we received Channon's answers, we followed up with an EA publicist to get a more thorough description of the race types. Here's what we received:

Events in Paradise City finish at one of 8 locations in the city, one for each point on the compass. In a Race event, your competition ranges from 2-8 competitors depending on which particular one you choose.  Road Rage is back, so take down a given number of opponents Burnout style. The all-new Marked Man event is just the opposite of Road Rage. You have to race to the finish before the competition takes you out. In the all-new Stunt Run, you try to pull off wicked stunts, insane jumps, drifts and boost. The object is to chain them all together for insane combos and maximum points. Burning Routes are car specific challenges.  Every car in the game has its own Burning Route and if you beat the target time you get an upgraded version of that car.
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Member Comments

Posted By: SpaceShot (December 17, 2007 at 12:42 PM)

Got the demo on Live over the weekend.  In the interest of revealing biases: I enjoyed Burnout Takedown so much that I bought Burnout Revenge and was largely disappointed.  Burnout Paradise seems to add enough open exploration that I am interested, but the demo left me using my imagination.

The demo limited me to one car, a few events, and online play.  The online play was a big hit.  My friends and I were excited about joining up the same virtual world with jump-in/jump-out capability that those of us are XBL are coming to demand.  There seemed to be little to do, because we couldn't figure out if races were disabled in the online mode (we think they were).  Otherwise we just tooled around the city.  I found it boring to simply chase each other down for takedowns (and even a bit frustrating as it served no purpose), but it was nice to try and beat each others records for air time, oncoming, near misses, etc.

Having the ability in the demo to earn just one car would have opened my eyes a little as to how game progression is going to work.  As of now, I was a bit confused as to what that will be like.  The demo stifled that but hey... it was a demo.

In the single player game, I really did come to enjoy the open world setup and the ability to look over a race course before playing it.  In other words, I could see the race was from a start point to the country club, but often at Burnout speeds you can't really plan out the best route.  This offers a chance to go explore a bit, map out a route, and then go back and try the race.

That reminds me a lot of playing Halo 3 (although this was entirely possible in Halo 2 and Halo) of just opening up a multiplayer map in the Forge and flying around it to get a feel for the  layout, weapon placement, and so on, before dropping into matchmaking and having to figure it all out "on the job".

That is a major improvement in my opinion and a feature like that would have likely kept me playing Burnout Revenge.

I saw some Co-op activities in the online play, and I encourage all developers to keep thinking about cooperative play.  My friends and I have 10x more fun in co-op modes than we do in competitive.  Yes, we do compete and it's fun, but from experience cooperative play is more satisfying overall.

Thanks for bringing this demo to my attention N'Gai.  I would have thought nothing of it, and skipped the game.  Now I am intrigued and may keep an eye on it.  Thanks for asking for this personal discussion.  As I said in a previous comment, you may have something here if you decided to start a roundtable/open conversation about games.  Reviews are dicey affairs for me, and I have seen you say you aren't quite into being a "game reviewer" yet.  Don't be... be a "game conversationalist" instead.


Posted By: nightowl (December 14, 2007 at 2:26 PM)

I've had an opportunity to play it for a couple hours and I really enjoyed the structure.  The demo as it is leaves a few things to be desired (no replay ability, the lack of a structured mode around crashing into people), but thats to be expected.  Have to leave us wanting more right?    I'm hopeful that the modes are as fun as I found Midtown Madness when there were "teams" and one team had to deliver a package to a certain spot on the map and others were trying to crash into them to get them to drop it.  

Anyway, I also enjoyed the "quickie overview" article on a new title and hope it becomes a staple.  It serves as some enjoyable/topical/lighter fare to your amazing "heavier" pieces ("Who's being naive now Kay?").  Thank you!


Posted By: N'Gai Croal (December 14, 2007 at 2:07 AM)

@StolenName: I'm glad you're enjoying this. I haven't yet decided how regularly I'll be doing these kinds of short previews, but I will keep your feedback in mind. Have you downloaded the demo yet? If so, what's your take on it?


 
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