
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?
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.