History VideoGame / Burnout

26th Nov '16 11:16:26 PM BNSF1995
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* CompetitiveBalance: All ''CRASH!'' car stats are indeed 100% Yin-Yang. Little cars have weak explosions but moves faster, while oversized have giant explosion radius but is sluggish.

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* CompetitiveBalance: All ''CRASH!'' car stats are indeed 100% Yin-Yang. Little cars have weak explosions but moves faster, while oversized have giant explosion radius but is are sluggish.


Added DiffLines:

** In ''Takedown'', during a Face-Off event, if your rival passes you, it will rubber-band ''away'' from you and make it practically impossible to catch.
17th Jul '16 2:07:35 PM BNSF1995
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Added DiffLines:

** Subverted in ''Revenge'', since most of the traffic can be utterly destroyed by you.
29th Apr '16 4:07:17 AM aye_amber
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* RealSongThemeTune: Somehow, the last two ''Burnout'' games are titled from the game's theme song. ''Paradise'' has the fitting [[Music/GunsNRoses "Paradise]] [[Music/AppetiteForDestruction City"]], while ''CRASH!'' has Music/ThePrimitives' "Crash", which also names this game's location.

to:

* RealSongThemeTune: Somehow, the last two ''Burnout'' games are titled from the game's theme song. ''Paradise'' has the fitting [[Music/GunsNRoses "Paradise]] [[Music/AppetiteForDestruction City"]], while ''CRASH!'' has Music/ThePrimitives' ''The Primitives''' "Crash", which also names this game's location.
4th Feb '16 5:12:38 AM GrammarNavi
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* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VidoeGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on PlayStation2, {{Xbox}}, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.

to:

* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VidoeGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on PlayStation2, {{Xbox}}, UsefulNotes/PlayStation2, UsefulNotes/XBox, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.



* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decrease) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some as ''[[SpiritualAdaptation Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on PlayStation 2 and Xbox ([=GameCube=] owners weren't so lucky this time around).

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* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decrease) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some as ''[[SpiritualAdaptation Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on PlayStation [=PlayStation=] 2 and Xbox ([=GameCube=] owners weren't so lucky this time around).



* '''''Burnout Legends'' (2005):''' A game released for the PlayStationPortable and the NintendoDS. It is basically a "best of" collection, featuring tracks from the first three games.
* '''''Burnout Dominator'' (2007):''' Released for [[PlayStationTwo PlayStation 2]] and PlayStationPortable, this game was meant to tide fans over before the release of the series' next-gen debut. It returned to the series' roots, bringing back Burnouts (which had disappeared starting with the third game) and getting rid of many modes and features from later games. It was the only game in the series that was not developed by Criterion, as they were busy working on...

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* '''''Burnout Legends'' (2005):''' A game released for the PlayStationPortable UsefulNotes/PlayStationPortable and the NintendoDS.UsefulNotes/NintendoDS. It is basically a "best of" collection, featuring tracks from the first three games.
* '''''Burnout Dominator'' (2007):''' Released for [[PlayStationTwo PlayStation 2]] UsefulNotes/PlayStation2 and PlayStationPortable, UsefulNotes/PlayStationPortable, this game was meant to tide fans over before the release of the series' next-gen debut. It returned to the series' roots, bringing back Burnouts (which had disappeared starting with the third game) and getting rid of many modes and features from later games. It was the only game in the series that was not developed by Criterion, as they were busy working on...
30th Dec '15 6:22:46 PM RisefromYourGrave
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* CutSong: Like the first two games, ''3'' originally had music composed for the game, but when Acclaim went bankrupt and the game was picked up by EA, Criterion used licensed tracks instead. However, these songs were incorporated into the soundtrack of ''Paradise''.
4th Nov '15 9:28:02 AM crazysamaritan
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* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decrease) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some (emphasis on "by ''some''") as ''[[SpiritualLicensee Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on PlayStation 2 and Xbox ([=GameCube=] owners weren't so lucky this time around).

to:

* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decrease) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some (emphasis on "by ''some''") as ''[[SpiritualLicensee ''[[SpiritualAdaptation Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on PlayStation 2 and Xbox ([=GameCube=] owners weren't so lucky this time around).
19th Sep '15 4:54:27 PM nombretomado
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* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VidoeGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on PlayStation2, {{Xbox}}, and GameCube, and published by Acclaim Entertainment.

to:

* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VidoeGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on PlayStation2, {{Xbox}}, and GameCube, [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.
11th Jun '15 1:56:59 AM erforce
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** ''Paradise'' DLC adds a [[Film/BackToTheFuture levitating DeLorean]] knock-off, and other cars based on movies.

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** ''Paradise'' DLC adds a [[Film/BackToTheFuture [[Franchise/BackToTheFuture levitating DeLorean]] knock-off, and other cars based on movies.
9th Jan '15 12:28:24 PM RisefromYourGrave
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%%
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%% Any tropes that refer to Burnout Paradise and ONLY Paradise go to the VideoGame/BurnoutParadise page.
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* DiscOneNuke: In ''Paradise'', it's possible to get all of the [[CollectionSidequest smash gates, billboards and super jumps]] with the first car you get. Getting every single one of each awards a heavily souped-up, carbon fibre version of one of the game's cars. Have fun.
* DrivesLikeCrazy: [[InvokedTrope Invoked:]] The whole point of the series is to drive like a god damn maniac.

to:

* DiscOneNuke: In ''Paradise'', it's possible to get all of the [[CollectionSidequest smash gates, billboards and super jumps]] with the first car you get. Getting every single one of each awards a heavily souped-up, carbon fibre version of one of the game's cars. Have fun.
* DrivesLikeCrazy: [[InvokedTrope Invoked:]] The {{Invoked|Trope}}; the whole point of the series is to drive like a god damn goddamn maniac.
24th Nov '14 1:58:44 AM RisefromYourGrave
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* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''Project Gotham Racing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on PlayStation2, {{Xbox}}, and GameCube, and published by Acclaim Entertainment.

to:

* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''Project Gotham Racing'', ''VidoeGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, and you can chain boost bars together by performing stunts while boosting. Released on PlayStation2, {{Xbox}}, and GameCube, and published by Acclaim Entertainment.



* LoadsAndLoadsOfLoading: Note to Criterion: When it takes over five seconds to load every car you so much as put the cursor over in the Junkyard in ''Burnout Paradise'', your dynamic loading isn't working very well. Even worse is that it takes just as long to load a ''different paint job''. Thankfully, the rest of the game is ''much'' better about this.
** In fact, Criterion's initial goal with ''Paradise'' was to avert this as much as they could, which is why the idea of restarts and "warp-to" functions were not included (as they would generate a load time). Later on restarts were added to the game (and their load times are not bad).



*** Even if you're riding a bike in ''Paradise'', which is the only time you get to see a human [[strike:face]] helmet, the rider disappears the moment it goes into 'crash mode'- no ragdolls here.

to:

*** Even if you're riding a bike in ''Paradise'', which is the only time you get to see a human [[strike:face]] helmet, the rider disappears the moment it goes into 'crash mode'- no ragdolls here.



* ObviousBeta: The original release of ''Paradise''. ''The Ultimate Box'' version was supposed to be the intended product, and includes bikes, weather, an in-game clock, and several features they couldn't finish on time. That said, the unpatched/outdated version plays fine with no game-breaking bugs, making ''The Ultimate Box'' a ''Burnout Paradise: Director's Cut'' if anything.
* OddballInTheSeries: ''Burnout CRASH!''.
* OhCrap, ThisIsGonnaSuck!: ''You'', the player in any of the games. When your car is blasting through traffic at ludicrous speeds, anything you hit is going to turn your car into a pile of scrap. If you see a wall or traffic coming at you at over 100 mph, this is going to be your reaction.
* OnlyAFleshWound: In ''Paradise''. Your car can crash, flip, have the roof crushed, dented, bruised and otherwise wrecked...but your car can ''still'' keep on revving. These are called Drive-Aways

to:

* ObviousBeta: The original release of ''Paradise''. ''The Ultimate Box'' version was supposed to be the intended product, and includes bikes, weather, an in-game clock, and several features they couldn't finish on time. That said, the unpatched/outdated version plays fine with no game-breaking bugs, making ''The Ultimate Box'' a ''Burnout Paradise: Director's Cut'' if anything.
* OddballInTheSeries: ''Burnout CRASH!''.
CRASH!''
* OhCrap, ThisIsGonnaSuck!: ThisIsGonnaSuck: ''You'', the player in any of the games. When your car is blasting through traffic at ludicrous speeds, anything you hit is going to turn your car into a pile of scrap. If you see a wall or traffic coming at you at over 100 mph, this is going to be your reaction.
* OnlyAFleshWound: In ''Paradise''. Your car can crash, flip, have the roof crushed, dented, bruised and otherwise wrecked...but your car can ''still'' keep on revving. These are called Drive-Aways
reaction.



** In ''Paradise'', when the Crashnav compass is telling you to turn, your turn signal comes on. [[TheDevTeamThinksOfEverything Good ol' devs!]]
* ProductPlacement: Lots of ads in ''Paradise'': Gilette, nVidia, Vizio, Diesel... The last one is quite unfortunate: as [[Series/TopGear Clarkson]] would say, "Diesel" is not a word petrolheads want to hear.
** ''Paradise'' also held distinction for being the first video game with political in-game advertising, with ads calling for votes for UsefulNotes/BarackObama on Paradise City's billboards in some earlier Xbox 360 versions.



** And Paradise has this along with ShoutOut Names: "Angus Wharfare", "Go West", "River City Rampage", etc.



* RealSongThemeTune: ''Burnout Paradise'' takes place in Paradise City. [[Music/GunsNRoses Three guesses on the song]] that greets you at the press start screen, and the first two don't count.
** The neat thing is that Criterion didn't even get the rights to the song initially, despite how good a choice it would be. It was only confirmed later that they secured the rights to it. The game also has its own theme song ("Burnout Paradise Theme"), which is an updated spin on the ''Burnout 2'' theme.
** Somehow, the last two ''Burnout'' games are titled from the game's theme song. The other (''Burnout CRASH!'') is Music/ThePrimitives' "Crash", which also names this game's location.

to:

* RealSongThemeTune: ''Burnout Paradise'' takes place in Paradise City. [[Music/GunsNRoses Three guesses on the song]] that greets you at the press start screen, and the first two don't count.
** The neat thing is that Criterion didn't even get the rights to the song initially, despite how good a choice it would be. It was only confirmed later that they secured the rights to it. The game also has its own theme song ("Burnout Paradise Theme"), which is an updated spin on the ''Burnout 2'' theme.
**
Somehow, the last two ''Burnout'' games are titled from the game's theme song. The other (''Burnout CRASH!'') is ''Paradise'' has the fitting [[Music/GunsNRoses "Paradise]] [[Music/AppetiteForDestruction City"]], while ''CRASH!'' has Music/ThePrimitives' "Crash", which also names this game's location.



* SequelDifficultyDrop: ''Paradise'' is this to ''Revenge''. Unless you were only going for Bronze medals, Revenge could get [[NintendoHard pretty damn hard]] (especially the Burning Routes, where if you wrecked even once you could kiss that Gold medal goodbye). ''Paradise'''s Burning Routes, on the other hand, can easily be finished with over 30 seconds to spare if you drive well enough. Most of the events are an absolute cakewalk for most of the game, and the challenge seems to come from simply not missing a turn and going the wrong way. The game ''does'' start to get some of its edge back when you're going for the Burnout Elite license, but even then it's not as hard as ''Revenge''. This could have something to do with the fact that there's no medals in ''Paradise''; Just one target that you either pass or you don't.
* ShoutOut: The "Legendary Cars" pack for ''Burnout Paradise'' has [[{{Expy}} expies]] of the [=DeLorean=] from ''Film/BackToTheFuture'', the General Lee from ''Series/DukesOfHazzard'', KITT from ''Series/KnightRider'', and the Ecto-1 from ''Film/{{Ghostbusters}}''. You get trophies/achievements for doing specific things in the cars, in particular, driving off a cliff with the horns blaring in the General Lee.



* SloMoBigAir: Whenever you hit one of the specially marked jumps. [[GoodBadBugs Which gets annoying and then just stupid]] after you hit one at 20 mph, or reverse into one, or hit one at such an angle that the slo-mo highlights your car smashing bumper-first into a cliff or falling into a ravine, etc.
* SoundtrackDissonance: Pounding your foes into the pavement in Road Rage or Marked Man to the sound of Vivaldi's "Four Seasons" or Beethoven's "Moonlight Sonata" in ''Burnout Paradise''.



* UpToEleven: In ''Burnout Paradise'', the SFX volume goes to eleven.



* WideOpenSandbox: ''Burnout Paradise'' makes the actual races work with the "go anywhere" feature still on. Your car's blinkers and the flashing signs at the top of the screen indicate recommended turns, but knowledge of the streets is still necessary to accomplish anything.
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