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. 1)
Before developing Burnout, the Criterion team's first attempt at showcasing their RenderWare engine was a futuristic skateboarding game called TrickStyle released in 1999. 2)
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. 3)
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. 4)
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. 5)
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. 6)
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. 7)
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. 8)
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. 9)
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. 10)
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. 11)
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. 12)
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. 13)
Due to technical and time constraints during development, Burnout 3 did not feature an online multiplayer option for its widely beloved Crash Mode. 14)
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. 15)
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. 16)
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. 17)
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. 18)
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. 19)
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. 20)
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. 21)
Burnout Dominator (2007) is the only mainline game in the entire franchise that completely removed the dedicated “Crash Mode” from the event lineup. 22)
Dominator brought back the “Burnout” chaining mechanic from Burnout 2, where players could constantly chain boost bars together by driving dangerously without crashing. 23)
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. 24)
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. 25)
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.” 26)
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. 27)
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. 28)
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. 29)
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. 30)
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. 31)
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. 32)
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. 33)
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. 34)
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. 35)
In 2014, Criterion founders Alex Ward and Fiona Sperry officially left EA to form a new independent development studio called Three Fields Entertainment. 36)
Three Fields Entertainment created Danger Zone in 2017, an indie spiritual successor that focused purely on recreating Burnout's iconic intersection crash physics. 37)
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. 38)
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. 39)
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. 40)
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. 41)
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. 42)
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. 43)
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. 44)