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burnout [2026/05/11 03:34] (current)
eziothekilla34 created
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 +====== Burnout ======
  
 +===== Origins and The RenderWare Engine =====
 +
 +===== RenderWare Showcase =====
 +Burnout was originally created by Criterion Games primarily as a technical showcase for their proprietary 3D game engine, RenderWare, which would later power games like Grand Theft Auto III. [([[https://www.dualshockers.com/am-i-the-only-one-who-really-misses-the-burnout-series/|DualShockers]])]
 +
 +===== TrickStyle Predecessor =====
 +Before developing Burnout, the Criterion team's first attempt at showcasing their RenderWare engine was a futuristic skateboarding game called TrickStyle released in 1999. [([[https://www.ign.com/articles/2001/05/23/burnout-interview|IGN]])]
 +
 +===== Acclaim Entertainment =====
 +The first two Burnout games were not published by Electronic Arts; they were published by Acclaim Entertainment, prior to the company filing for bankruptcy in 2004. [([[https://www.gamespot.com/articles/ea-buys-criterion/1100-6103531/|GameSpot]])]
 +
 +===== Heart Rate Monitor =====
 +The original Burnout (2001) featured a literal on-screen heart rate monitor that would increase in tempo and beat faster as the player drove aggressively through oncoming traffic. [([[https://www.eurogamer.net/articles/r_burnout_ps2|Eurogamer]])]
 +
 +===== No Crash Mode Initially =====
 +Despite the series becoming famous for its vehicular destruction, the original Burnout did not feature a "Crash Mode." It was strictly focused on high-speed, high-risk arcade racing. [([[https://www.gamespot.com/reviews/burnout-2-point-of-impact-review/1900-2882415/|GameSpot]])]
 +
 +===== Burnout 2: Point of Impact =====
 +
 +===== Birth of Crash Mode =====
 +Burnout 2: Point of Impact (2002) was the first game in the series to introduce the iconic "Crash Mode," rewarding players monetarily for causing massive, puzzle-like pile-ups at intersections. [([[https://www.ign.com/articles/2002/09/27/burnout-2-point-of-impact-4|IGN]])]
 +
 +===== Developer High Scores =====
 +Crash Mode was inspired by the developers noticing that playtesters were having more fun deliberately watching the realistic slow-motion crashes in the first game than actually finishing the races. [([[https://www.dualshockers.com/am-i-the-only-one-who-really-misses-the-burnout-series/|DualShockers]])]
 +
 +===== Police Pursuit =====
 +Burnout 2 featured a specific "Pursuit" mode where the player drove a police car and had to aggressively ram fleeing suspects until the criminal's health bar was completely depleted. [([[https://www.gamespot.com/reviews/burnout-2-point-of-impact-review/1900-2882415/|GameSpot]])]
 +
 +===== GameCube and Xbox Ports =====
 +While originally launched as a PlayStation 2 exclusive, Burnout 2 later received extended ports for the GameCube and Xbox, which featured additional "Developer's Cut" vehicles and crash junctions. [([[https://www.eurogamer.net/articles/r_burnout2_xb|Eurogamer]])]
 +
 +===== Burnout 3: Takedown =====
 +
 +===== The EA Acquisition =====
 +Burnout 3: Takedown (2004) was the very first game released after Electronic Arts officially acquired Criterion Games and the Burnout IP for an estimated $48 million. [([[https://www.polygon.com/2014/8/8/5982855/ea-buys-criterion-games-burnout-franchise|Polygon]])]
 +
 +===== Introduction of Takedowns =====
 +This entry revolutionized the series by introducing "Takedowns," allowing players to slam opponents into walls or traffic to permanently eliminate them from the current lap and earn maximum boost. [([[https://www.ign.com/articles/2004/09/03/burnout-3-takedown-review|IGN]])]
 +
 +===== Crashbreaker Mechanic =====
 +Burnout 3 added the "Crashbreaker" to Crash Mode, a feature that allowed players to manually detonate their wrecked car to catch nearby civilian vehicles in the resulting explosion. [([[https://www.gamesradar.com/burnout-3-takedown-retrospective/|GamesRadar]])]
 +
 +===== DJ Stryker =====
 +The in-game Crash FM radio host for Burnout 3 was voiced by real-life Los Angeles KROQ disc jockey Ted Stryker, who provided commentary between racing events. [([[https://burnout.fandom.com/wiki/Stryker|Burnout Wiki]])]
 +
 +===== No Crash Mode Multiplayer =====
 +Due to technical and time constraints during development, Burnout 3 did not feature an online multiplayer option for its widely beloved Crash Mode. [([[https://www.eurogamer.net/articles/r_burnout3_ps2|Eurogamer]])]
 +
 +===== Signature Takedowns =====
 +The game featured a collectible "Signature Takedown" photo album, rewarding players with special cars for crashing opponents into specific, unique environmental hazards like yachts or pillars. [([[https://burnout.fandom.com/wiki/Signature_Takedowns|Burnout Wiki]])]
 +
 +===== Burnout Revenge =====
 +
 +===== Traffic Checking =====
 +Burnout Revenge (2005) introduced "Traffic Checking," a mechanic that allowed players to rear-end civilian vehicles traveling in the same direction and use them as high-speed projectiles against rivals. [([[https://www.vg247.com/burnout-revenge-retrospective|VG247]])]
 +
 +===== The Revenge Meter =====
 +The game featured a "Revenge" system where opponents who previously took you down would be marked with a red arrow, and successfully taking them out would yield a much higher score. [([[https://www.gamesradar.com/burnout-revenge-review/|GamesRadar]])]
 +
 +===== Xbox 360 Launch Window =====
 +While initially a PS2 and Xbox title, Revenge was visually overhauled and released as a major graphics showcase title for the newly launched Xbox 360 in early 2006. [([[https://www.polygon.com/2018/5/8/17332306/burnout-revenge-xbox-one-backward-compatible|Polygon]])]
 +
 +===== Vertical Track Design =====
 +To accommodate the new aggressive checking mechanics, tracks in Revenge were designed with massive verticality, featuring huge jumps, alternate routes, and wide multi-lane highways. [([[https://www.vg247.com/burnout-revenge-retrospective|VG247]])]
 +
 +===== Crashbreaker in Races =====
 +Burnout Revenge was the very first game in the franchise to allow the use of the explosive "Crashbreaker" mechanic during actual racing events, not just in the dedicated Crash Mode. [([[https://www.destructoid.com/reviews/review-burnout-revenge/|Destructoid]])]
 +
 +===== Burnout Dominator and Legends =====
 +
 +===== The PSP Compilation =====
 +Burnout Legends (2005) was released for the PSP and Nintendo DS, acting as a portable "greatest hits" compilation featuring recreated tracks and cars from the first three mainline games. [([[https://www.gamesradar.com/burnout-legends-review/|GamesRadar]])]
 +
 +===== The Missing Crash Mode =====
 +Burnout Dominator (2007) is the only mainline game in the entire franchise that completely removed the dedicated "Crash Mode" from the event lineup. [([[https://www.destructoid.com/reviews/review-burnout-dominator/|Destructoid]])]
 +
 +===== Return of the Burnout =====
 +Dominator brought back the "Burnout" chaining mechanic from Burnout 2, where players could constantly chain boost bars together by driving dangerously without crashing. [([[https://www.vg247.com/burnout-dominator-ps2-psp-retrospective|VG247]])]
 +
 +===== Developed by EA UK =====
 +Burnout Dominator was not developed by the main Criterion Games team (who were busy building Paradise), but rather by an internal spin-off team at EA UK. [([[https://www.destructoid.com/reviews/review-burnout-dominator/|Destructoid]])]
 +
 +===== The DS Port Failure =====
 +The Nintendo DS version of Burnout Legends is infamous for its poor technical performance and terrible reviews, currently holding an abysmal 38/100 on Metacritic. [([[https://vgsales.fandom.com/wiki/Burnout|Video Game Sales Wiki]])]
 +
 +===== Burnout Paradise =====
 +
 +===== The Open World Shift =====
 +Burnout Paradise (2008) completely abandoned the closed-track menu system of previous games in favor of seamless exploration and event discovery in the fully open-world "Paradise City." [([[https://www.dualshockers.com/am-i-the-only-one-who-really-misses-the-burnout-series/|DualShockers]])]
 +
 +===== DJ Atomika =====
 +Replacing Stryker, the radio host in Burnout Paradise was DJ Atomika, voiced by Mark Hildreth, who also voiced the exact same character in EA's SSX snowboarding franchise. [([[https://burnout.fandom.com/wiki/DJ_Atomika|Burnout Wiki]])]
 +
 +===== No Retry Button =====
 +Initially, Burnout Paradise notoriously did not have a "Restart Event" option; if a player failed a race, they had to physically drive all the way back across the map to the starting intersection to try again. [([[https://www.theaveragegamer.com/2009/02/08/how-to-restart-an-event-in-burnout-paradise/|The Average Gamer]])]
 +
 +===== The Davis Update =====
 +The highly requested "Restart" feature was finally added to the game via a massive free patch update in February 2009, significantly improving the quality of life for players. [([[https://www.shacknews.com/article/56907/februarys-burnout-paradise-patch-adds|Shacknews]])]
 +
 +===== Addition of Motorcycles =====
 +The free "Bikes Pack" update introduced motorcycles to the series for the first time, along with dynamic day-night cycles, weather, and specialized time trials. [([[https://www.giantbomb.com/burnout-paradise/3030-20684/|Giant Bomb]])]
 +
 +===== Big Surf Island =====
 +The game's largest premium DLC, "Big Surf Island," added an entirely new district to the map specifically designed with massive ramps and vertical structures for extreme stunt runs. [([[https://www.giantbomb.com/burnout-paradise-big-surf-island/3040-27291/|Giant Bomb]])]
 +
 +===== The 2018 Remaster =====
 +Burnout Paradise is the only game in the franchise to receive a modern remaster, released for the PS4 and Xbox One in 2018 (and later Nintendo Switch) by Stellar Entertainment. [([[https://www.pushsquare.com/reviews/ps4/burnout_paradise_remastered|Push Square]])]
 +
 +===== Spin-offs and The Franchise's Hiatus =====
 +
 +===== Burnout Crash! =====
 +In 2011, EA released Burnout Crash!, a bizarre, downloadable top-down spin-off that focused entirely on the puzzle-like destruction mechanics of the classic Crash Mode. [([[https://www.giantbomb.com/burnout-crash/3030-34861/|Giant Bomb]])]
 +
 +===== The Need for Speed Takeover =====
 +Following Paradise, Criterion Games was tasked by EA to take over the development of the Need for Speed franchise, effectively putting the Burnout series on an indefinite hiatus. [([[https://www.pushsquare.com/news/2022/12/criterion-games-shifting-focus-back-to-need-for-speed|Push Square]])]
 +
 +===== NFS: Most Wanted (2012) =====
 +Criterion's 2012 reboot of Need for Speed: Most Wanted is heavily considered a spiritual sequel to Burnout Paradise due to its shared mechanics, open-world structure, and billboard-smashing collectibles. [([[https://www.pushsquare.com/reviews/ps3/need_for_speed_most_wanted|Push Square]])]
 +
 +===== Founders Leave Criterion =====
 +In 2014, Criterion founders Alex Ward and Fiona Sperry officially left EA to form a new independent development studio called Three Fields Entertainment. [([[https://www.polygon.com/2014/1/3/5269722/criterion-games-founders-leave-ea|Polygon]])]
 +
 +===== Danger Zone =====
 +Three Fields Entertainment created Danger Zone in 2017, an indie spiritual successor that focused purely on recreating Burnout's iconic intersection crash physics. [([[https://www.rockpapershotgun.com/danger-zone-review|Rock Paper Shotgun]])]
 +
 +===== Dangerous Driving =====
 +In 2019, Alex Ward's team released Dangerous Driving, a closed-track arcade racer designed as a direct indie successor to the aggressive racing of Burnout 3: Takedown. [([[https://www.rockpapershotgun.com/dangerous-driving-review|Rock Paper Shotgun]])]
 +
 +===== The Autolog DNA =====
 +The asynchronous "Autolog" multiplayer tracking system that Criterion built for NFS: Hot Pursuit was actually originally prototyped as a feature for a canceled Burnout sequel. [([[https://www.thegamer.com/burnout-paradise-autolog-need-for-speed/|TheGamer]])]
 +
 +===== Trivia and Legacy =====
 +
 +===== Canceled Eastern Europe Sequel =====
 +Concept art and early prototypes existed for a true sequel to Burnout Paradise, which would have featured a gritty setting inspired by the rough, industrial streets of Eastern Europe. [([[https://www.thegamer.com/burnout-games-canceled-sequels/|TheGamer]])]
 +
 +===== Total Franchise Sales =====
 +Over its active lifespan, the Burnout franchise sold an estimated 15 million copies worldwide, making it one of the most successful arcade racing properties of the 2000s. [([[https://vgsales.fandom.com/wiki/Burnout|Video Game Sales Wiki]])]
 +
 +===== DeLorean Hover Car =====
 +The "Legendary Cars" DLC pack for Paradise featured the "Jansen 88 Special," a direct homage to the Back to the Future DeLorean that could fold its wheels and actually hover. [([[https://www.shacknews.com/article/56907/februarys-burnout-paradise-patch-adds|Shacknews]])]
 +
 +===== No Licensed Cars =====
 +Unlike Need for Speed, the Burnout series never used officially licensed cars, allowing the developers to utterly obliterate the vehicles without violating strict manufacturer brand guidelines. [([[https://www.theaveragegamer.com/2009/02/08/how-to-restart-an-event-in-burnout-paradise/|The Average Gamer]])]
 +
 +===== The 15-Year Hiatus =====
 +As of 2026, it has been 15 years since the last wholly original entry in the franchise (Burnout Crash! in 2011), cementing it as one of Electronic Arts' most requested dormant IPs. [([[https://www.thegamer.com/ea-dormant-franchises-burnout-needs-to-return/|TheGamer]])]
burnout.txt · Last modified: 2026/05/11 03:34 by eziothekilla34