Burnout 3: Takedown was the defining moment for the Burnout series and will be immortalized forever as one of the fastest racers on the PS2/Xbox. Cashing in on the success of Takedown, developer Criterion released Burnout Revenge within just a year but it was packed with tons of new gameplay mechanics like Revenge Takedowns, Vertical takedowns, and my personal favorite, Traffic Checking.
Revenge was well received by gamers worldwide but there were tons of people out there who did not like the game simply because they felt Traffic Checking (which lets players ram traffic traveling in the same direction) diluted the sense of danger created by weaving in and out of traffic at breakneck speed. Besides that, the Crash mode wasn’t all that hot since players had to indulge in a crappy little mini-game at the start to perform well. Luckily, the Xbox360 version of Revenge managed to sort that issue out.
Even though Burnout Revenge for the Xbox 360 looked mind-numbingly gorgeous running in HD, it still was a port at the end of the day. Luckily, Criterion was already working on a brand new next-gen version of this series, and this time they were planning on going the Midnight Club way – which meant dropping players in a free roaming city allowing them to do whatever their heart desired. Add in the ludicrous sense of speed synonymous with Burnout games and you have one awesome game... on paper! Unfortunately in practice, it’s not all that perfect. Welcome to Paradise City!
Don’t get me wrong though; Burnout Paradise isn’t a bad game. Sure it isn’t the authentic Burnout experience all of us had hoped for – and to be brutally honest, I kinda hated it for the first hour or so. But once you get used to the new mechanics, you won't complain – it's smooth sailing all the way.


