Something went wrong. Try again later

Giant Bomb Review

64 Comments

Burnout Paradise Remastered Review

4
  • PS4
  • XONE

There are some elements around the edges that haven't aged all that well, but Burnout Paradise is still a fantastic racing game.

No Caption Provided

There has been a Burnout-shaped hole in video gaming for the last 10 years. Other games have attempted to fill bits and pieces of that hole with varying degrees of success. You can see a smidge of Burnout in Split/Second's huge destruction-focused racing. Forza Horizon's open-world collectibles are a strong reminder, too. You can also, of course, see little pieces of it in a few of the Need for Speed games that have been released in Burnout's wake, especially the ones that come from at least some of the people behind Burnout. But nothing has put all the pieces together in a way that surpasses Burnout Paradise. So EA's re-release, Burnout Paradise Remastered, still somehow feels fresh and exciting a full decade later. Playing it pulls me in a lot of different directions. On one hand, it's great to just play Burnout Paradise all over again and the higher resolution and texture touch-ups make this a somewhat better version of the original game. On the other, being reminded of just how terrific Burnout Paradise is really underscores just how gutless and underwhelming driving games--especially EA's Need for Speed series--have been since.

I reviewed the game in 2008, and the vast majority of what I said then still holds true. The remaster doesn't make any meaningful changes to the gameplay, world, or structure. The main thing that happened since that review was written was that a boatload of add-on content was released for the game. A handful of free patches added new modes to the online and additional cars and a new landmass, Big Surf Island, were sold post-release. BPR includes all of that DLC. I mean, of course it does, it would be silly to release a collection and try to sell DLC all over again... but having all those special cars right out of the gate actually nullifies some of the game's core progression. You're supposed to work up to the fast cars, getting better at driving and learning the city as you go. Being able to leap into some of the game's fastest rides without earning it spoils the progression a little bit. Of course, if you jump into the faster cars without having learned the curves of Paradise City beforehand, you're probably going to have a little trouble.

There are aspects of Burnout Paradise that felt deliberate and understandable at the time, but these days they're the things that remind you that this game is 10 years old. There's no fast travel in the game. Since each race starts from a different intersection across the map, that means you'll have to cruise around before you can get into a specific event. This ends up feeling OK for awhile since the collectibles and other emergent parts of Paradise are probably more interesting than the events are, anyway. But once you smash all 400 of the shortcut gates and crash through most of the billboards, you eventually just want to get on with it and start finishing races. The game doesn't even meet you halfway by letting you set a waypoint to the next race and guiding you there, even though there's a rudimentary guidance system in place during races.

No Caption Provided

Events that have a finish line all end at one of eight locations, all spread around to the different edges of the map. This is pretty neat, but the upshot here is that there are only a couple of ways to get to some of these locations. So any race that has you heading west in the direction of the ranch is almost always going to take you over the same bridge every single time. There are only a couple of ways to get to the wind farm, so you'll know the curves leading up to it better than most other roads in the game. In retrospect, a few more finish lines would've gone a long way.

The "new" island add-on tries to get away from the set finish line concept in favor of checkpoint races, which I never really enjoyed very much. The island is neat, but it feels like too many things packed together in a small space, so I never much cared for it when compared to the base game. Still, there are some fun new cars to unlock there and the huge jumps are pretty cool. The motorcycles that were also added post-release feel a little hollow. They're fast and come with their own new challenges, but don't smash up the way the cars do.

Expectations from an online game have changed. That doesn't make the game's "freeburn challenges" any less cool, but it does make the way they're structured feel a bit more like a hassle. These challenges are cooperative in nature. Some of them will have a full team of eight racers doing donuts around the same fountain, some are as simple as getting a little air or boosting into oncoming traffic for a few seconds. But there's a set of challenges for each player count, so the two-player challenges are different from the three-player challenges and so on. This makes playing with strangers kind of a hassle at times, since one player leaving can cancel a challenge, forcing the host to start a new one for the new player count or, if you're trying to get some specific ones finished, you'll need to wait for someone else. I managed to complete all of the non-timed freeburn challenges in the first game, but it took a whole lot of patience and a fair amount of coaxing strangers over voice chat to help get things done. I'm curious to see how it goes these days, but a firmer way to cluster these challenges together and sort of message to players that they're joining a co-op session might've made this process a bit smoother.

The game looks good on a 4K TV on either a PlayStation 4 Pro or an Xbox One X. The resolution helps you see cars clearly when they're far away, perhaps giving you a split second longer to identify and dodge oncoming traffic. Or maybe I've just gotten better at the game since then. Learning the city helps with that, and that's one thing that hasn't changed. Paradise City is expertly designed, with curves that lead to long, terrific drifts. The shortcuts are fun to find and use in events. The whole city just fits together in a way that helps enable all that amazing high-speed action.

That's maybe the most striking thing about Burnout Paradise. Every aspect of the base game feels designed to work well with every other aspect. The cars are fast and most of them drift at the tap of your brake, and there are sweeping curves ready to accept those drifts. The shortcuts lead you some wild places, jumping and smashing your way ahead of the pack. By comparison, most driving games feel like a compromise between trying to design a real city for you to race real cars in while also trying to make an exciting video game. Burnout Paradise evokes reality but never at the expense of gameplay. That's something that other racing games could still stand to steal from this one.

Jeff Gerstmann on Google+

64 Comments

Avatar image for gigabomber
Gigabomber

177

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Gigabomber

The facelift hasn't done it any favors, it's still a 60 year old body.

I played the game two years ago and nearly finished it, longing for multiplayer to be populated like it used to, but frustration is around every corner now that I am back at it again.

A few quality of life changes would have gone a long way, like height indicators for objectives in multiplayer, or a dot for collectibles on the minimap.

Avatar image for apathetic_one
Apathetic_One

58

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@lamneth: Except, yes it is. It's superior to the PC version in many ways. Nice comment though.

Avatar image for uncledisco
UncleDisco

885

Forum Posts

646

Wiki Points

0

Followers

Reviews: 0

User Lists: 10

@beachgaara: Yeah the biggest feature for the PC version is all the DLC. Some of the DLC such as "Big Surf Island" and "Cops & Robbers" never came out for the PC.

Avatar image for gamersquarters
GamersQuarters

6

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Thanks for the review Jeff. I was not expecting to see a review rather a mention on yalls podcast. Many fond memories of this game which may lead to me picking it up again.

Avatar image for bageldrone
Bageldrone

57

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

at best this game is an ok open world game. it is not a good driving game regardless of how"arcadey" or "fun" it feels. the races are bad. the cars control badly.

Avatar image for efesell
Efesell

7509

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@beachgaara: Yeah the biggest feature for the PC version is all the DLC. Some of the DLC such as "Big Surf Island" and "Cops & Robbers" never came out for the PC.

That comes out to some very expensive DLC..

Avatar image for bsmittel
Bsmittel

150

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I thought Jeff nailed it pretty well on the Bombcast it's such a fun designed world to drive in, because they didn't try to model some more realistic city

Avatar image for hatking
hatking

7673

Forum Posts

82

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

at best this game is an ok open world game. it is not a good driving game regardless of how"arcadey" or "fun" it feels. the races are bad. the cars control badly.

Pulling the cars around corners is satisfying in a way that perpetuates the consistent feeling of barely within control power. The sense of speed as buildings, concrete, traffic, and debris whip by your peripheral probably hasn't been done as well sense. This isn't about model cars doing real races, this is closer to Fast and Furious than it is NASCAR, and they pretty much nail that action. This is from a day when you didn't have to watch six tutorial videos, have braking assists, and a line on the road to tell you where to be, just in order to learn to make a car go.

People like to dunk on the races in this game, but the map is so varied, that I'd be willing to guess that the races here are a lot more interesting than the several dozen same-looking tracks in any of the simulation games these days. And pretty much every racing game outside of the simulation genre has copied a lot of the ideas that Criterion came up with here.

Avatar image for bageldrone
Bageldrone

57

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Bageldrone

@hatking:have to completely disagree. the previous game in the series has better car control, better crash physics and better racing.

wow there are side roads you can break fences to get to. you just drive in a straight line while you boost. wow theres a billboard at the end of the linear path that the game forces you to drive through! so exciting!! so open!! the best driving game in the last decade!!

it feels so good to be driving at high speed and have your car feel like its made out of marshmellow. so exhilerating!

Avatar image for wickedcobra03
WickedCobra03

2375

Forum Posts

587

Wiki Points

0

Followers

Reviews: 1

User Lists: 8

Edited By WickedCobra03

Surprised at the review, but wanted to check in to say that I really enjoy reading a written review, especially the ones from Jeff, Brad, Alex, etc.

A written review tends to come off as more deliberate and nuanced than a quick look or even video reviews. I know it is old hat these days to publish a written review, but I think they still have their place in this world of outrageous clickbait Youtube video thumbnails.

I want to pick this game up, but maybe for $15-20 compared to $40.