%% Any tropes that refer to Burnout Paradise and ONLY Paradise go to the VideoGame/BurnoutParadise page.
[[caption-width-right:350:You just ''had'' to cut me off, didn't you?]]

''Burnout'' is a RacingGame series by Creator/CriterionGames with "full contact" rules, set on city streets, and usually densely populated streets at that. The older games had fixed tracks with a start line/finish line and some opposing cars. As the games advanced, so did the "contact" part of the game, starting with Crash mode in the second game, and the addition of Takedowns and Road Rage mode in the third. The game is known for being very "fast", with the screen blurring out at extreme speeds and handling becoming this side of impossible. Also known for its spectacular camera views of cars spinning through the sky or crunching under trucks, which is [[WebAnimation/ZeroPunctuation totally fucking sweet]].

* '''''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 UsefulNotes/PlayStation2, UsefulNotes/XBox, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.
* '''''Burnout 2: Point of Impact'' (2002):''' The second game in the series. This game introduced Crash mode, a [[ExactlyWhatItSaysOnTheTin self-explanatory]] mode where the entire objective can be seen from the initial camera: a) you, b) a short stretch of road, possibly with jumps, and c) a crowded intersection, usually with a tanker truck passing along for additional fun. Simply run in and cause as much damage as possible. Released on the same systems as the original.
* '''''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 due to its lack of online capabilities).
* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through traffic and send it flying at rival racers. Also introduced were Traffic Attack mode, where you must use traffic checking to cause as much damage as possible, and Crashbreakers were carried over to all non-Crash events. Last game in the series for the original UsefulNotes/{{Xbox}}, first game in the series for the UsefulNotes/Xbox360 -- the Xbox 360 version was released in early 2006.
* '''''Burnout Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable and the UsefulNotes/NintendoDS. It is basically a "best of" collection, featuring tracks from the first three games.
* '''''Burnout Dominator'' (2007):''' Released for UsefulNotes/PlayStation2 and 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...
* '''''VideoGame/BurnoutParadise'' (2008):''' The first ''Burnout'' game to come out on UsefulNotes/PlayStation3 and UsefulNotes/MicrosoftWindows, along with the Xbox 360. This game completely overhauled the series, putting it in a WideOpenSandbox called Paradise City. Crash mode was replaced with Showtime mode, which allowed players to instantly turn any road into a crash junction in what almost feels like ''VideoGame/KatamariDamacy'' with explosions. Takedowns and Road Rage mode returned, but traffic checking could only be done by the heaviest vehicles, and Aftertouch Takedowns were sadly removed. New for the series were Stunt Runs, where players had to rack up points pulling off stunts (essentially a skateboarding game with a car), and Marked Man mode, where you have to get to a destination while being hounded by supercharged armored cars trying to wreck you.
** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for UsefulNotes/XboxOne, UsefulNotes/PlayStation4, and Windows with 4K/60FPS support on Xbox One X and [=PS4=] Pro (native 1080p on older Xbox One and [=PS4=] models) and all DLC included (except the Time Savers Pack).
* '''''Burnout CRASH!'' (2011):''' The first digital-only installment of the series, released on [=PlayStation=] Network and Xbox LIVE Arcade. Taking the basics of Crash Mode from previous ''Burnout'' installments and expanding it into a full game, ''CRASH!'' is a different spin on the ''Burnout'' family. ''CRASH!'' takes place in "Crash City" and is played from a top-down perspective rather than from behind the car. There is no racing component as the game focuses purely on causing as much destruction as possible. The game features more fantastical elements than the rest of the series, such as [=UFOs=]. This installment also brought in the Autolog system used in the Criterion-developed ''Need for Speed'' games.

!!Tropes used in the ''Burnout'' series:
* AnnouncerChatter: A rather annoying one (to most) in ''Burnout CRASH!''
* ArtifactTitle: The "Burnout" gameplay mechanic isn't available in ''Takedown'', ''Revenge'', and ''Legends'' due to a modified boost system. Gets "de-artifacted" with ''Dominator'' and ''Paradise''.
* BackgroundMusicOverride: In Burnout 1, if the player crashes more than four times in a given race, the normal BGM is replaced by a far more dramatic-sounding "tragic" counterpart tune, sounding more akin to an action film soundtrack.
** In ''CRASH!'', most Features you've activated play their licensed [[NostalgiaFilter classic pop]] song. (e.g. '"It's Raining Men" by The Weather Girls for Thunderstorm; "Dr. Beat" by Gloria Estefan when the Ambulance appears, etc.)
* BulletTime: After every crash.
* CanonImmigrant: An odd case- ''CRASH!'' utilized the Autolog system Criterion had used in the ''Need for Speed'' titles they developed.
* CarFu: The style of the game since ''Takedown''.
* 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 are sluggish.
* ContinuityNod: All the place names in ''Burnout Paradise'' are taken from earlier games in the series.
** ''CRASH!'' did the same with some of the roads, including one for Criterion's ''VideoGame/NeedForSpeed: Hot Pursuit''.
* TheComputerIsACheatingBastard: The AI rivaling cars love to smash into big rigs and the like while ''completely scratch free'', while you still have to maneuver your way carefully. See LuckBasedMission below.
** 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. This is made even worse when there's more than just one rival and they all are fighting for first while you're sitting back here trying to get back to '''''fifth'''''.
--> ''You are 9 seconds behind!''
** In ''Legends'', your car is the only car able to crash at seemingly low speeds, while every rival can blast (and even ''teleport'') through the biggest traffic jams and still go on as if they had hit nothing.
* CoolCar: It goes without saying that a game like this would have tons of Cool Cars -- unlicensed cars, mind you, but still cool nevertheless.
** ''Paradise'' DLC adds a [[Franchise/BackToTheFuture levitating DeLorean]] knock-off, and other cars based on movies.
* DarkerAndEdgier / BloodierAndGorier: ''Burnout Revenge''. The levels are much more "industrial" and dirty, with more dark colors compared to ''Burnout 3'', and the soundtrack is much harder and raw compared to the rest of the series, in addition to the tracks being more combat oriented and the introduction of Traffic Checking.
* DeathFromAbove: One of the most difficult, but arguably most epic ways to take down your opponents is by jumping off a ramp and landing on top of your opponent, dubbed the Vertical Takedown.
** Airplane, Asteroid, and UFO in ''CRASH!''
* DisasterMovie: Most of each Super Features in ''CRASH!'' are likely based on one of these.
* DrivesLikeCrazy: {{Invoked|Trope}}; the whole point of the series is to drive like a goddamn maniac.
* DumbassDJ: Stryker in the third game, and arguably Atomika in ''Paradise''.
* EveryCarIsAPinto: In Crash mode, to facilitate gameplay. The ambulance is [[http://penny-arcade.com/comic/2011/09/30 especially delicate]].
* EverythingTryingToKillYou: Marked Man and Road Rage events.
* ExactlyWhatItSaysOnTheTin: Crash mode.
* ExcitedShowTitle: Given the exclamation mark, ''Burnout CRASH!''.
* FollowTheLeader:
** The ''VideoGame/FlatOut'' series, which is the redneck cousin of ''Burnout''. Their distinguishing feature was "windshield cannons" -- that is, if you get in a big crash, you go ''flying through the windshield''. (Wear seatbelts, kids.) There were even {{mini game}}s where you took advantage of this, throwing your hapless driver at giant bowling pins or trying to hit a target.
** The ''VideoGame/MotorStorm'' games are basically ''Burnout'' [[AC:[[RecycledInSpace off-road!]] And with NintendoHard difficulty!]]
** ''VideoGame/SplitSecond'' is ''Burnout'' meets a Creator/MichaelBay movie.
** ''Burnout'' itself is ''Destruction Derby'' with intersections and traffic instead of demolition derbies.
** ''VideoGame/NeedForSpeed: Hot Pursuit'' is basically ''Burnout'' with licensed cars and a major emphasis on police chases. Justified, as it was developed by Criterion.
** ''VideoGame/{{Driver}}: [[VideoGame/DriverSanFrancisco San Francisco]]'' incorporates a near-copy of Burnout's boosting system, event types, and event selection, worked into more standard ''Driver''-style gameplay and missions. (It was also the first well-received ''Driver'' game in years, as they seem to have moved on from unsuccessfully trying to emulate the ''[[VideoGame/GrandTheftAuto GTA]]'' series.)
** While Criterion Games abandons the racing genre to aid other EA studios for the Star Wars games, the game's creators are still not done with Burnout. Now they were migrated, along with some of the Criterion staff (technically following the leaders) to their own studio named ''Three Fields Entertainment'' and made 2 games that has a Burnout influence:
*** ''Dangerous Golf'' is Burnout's Crash mode but creating a giant mess using a golfball.
*** ''Danger Zone'' is a SpiritualSuccessor to Burnout 3's Crash mode.
* FragileSpeedster: Speed-style cars. In particular, every game since ''Takedown'' has included open-wheel, Formula 1-style race cars as part of the vehicle lineup. Heaven help you if you touch anything when driving these while boosting. Including the walls.
* HaveANiceDeath: Well, Crash: Whenever you crash, you're treated to a clip of your car spiraling gracefully through the air, shedding metal shards everywhere, frequently in slow motion.
* LuckBasedMission: The heavy traffic can appear almost anywhere, and there's not enough time to react before your car and the traffic vehicle collide.
** This is made even worse when you realize TheComputerIsACheatingBastard.
* MultiPlatform
* NitroBoost: You earn this for dangerous driving (drifting, passing close by traffic, driving on the wrong side of the road, etc). Starting in the third game, the boost is also refilled through Takedowns.
* NoOneCouldSurviveThat: The crashes. ''All of them.''
** Well, maybe not reversing into an unmoving bus at 20 mph...
** If you look hard enough, you'll notice that there actually isn't anyone driving at all.
** No hard looking required, almost every post-crash camera angle is placed in such a way to make it obvious no one is in the car to keep the game at an E10+ rating.
*** Even if you're riding a bike in ''Paradise'', which is the only time you get to see a human helmet, the rider disappears the moment it goes into 'crash mode'- no ragdolls here.
** Not true in ''Takedown''. All the cars have drivers equipped with safety gear in them. Even the traffic cars have helmeted drivers wearing fire suits!
* NostalgiaLevel: ''Legends'' takes drivers back to tracks from the first three installments (though it includes only one track from the original game). Also includes throwback cars from the previous games.
* 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.
** Subverted in ''Revenge'', since most of the traffic can be utterly destroyed by you.
* OneWordTitle: ''Burnout'', which, as a compound word, is also a {{Portmantitle}}.
* OptionalTrafficLaws: Optional? Try ''none''.
** Except for when there's heavy traffic, so sticking to the correct side of the road is mandatory for survival.
** Though, in the first and second games, the car will turn on its signal/indicator lights when there's a significant turn ahead. ''Paradise'' does the same while in events, as the game's way of recommending a route. It's probably more as a player aid than anything else.
* PunBasedTitle: The Crash events in ''Revenge''. ("Forest Bump", "Mighty Docks", "Van-Fire Strikes Back").
* RammingAlwaysWorks: The most common form of Takedowns.
* 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 ''The Primitives''' "Crash", which also names this game's location.
* RevengeOfTheSequel: The fourth game, titled ''Burnout Revenge''.
* SignatureMove: In ''Takedown'', there are special areas that grant the player a "Signature Takedown". Some notable examples are ''Tram Ram'', ''Rumble in the Jungle'', and ''[[RuleOfFun Tuk-down]]''.
** ''Dominator'' and ''Revenge'' also share this trope.
* StuffBlowingUp
* SuperPrototype: The final standard car unlocked in ''Takedown's'' race tour, along with the World Circuit Racer.
* TakingYouWithMe: Aftertouch Takedowns.
* VariableMix: In the first and second games:
** Burnout had a loud heartbeat sound which slowly faded the BGM out the faster the player drove while boosting.
** Burnout 2 had a two-stage music mix-- a quieter, less-complex mix while off the booster and a louder, more rockin'/thumpin' mix while using the booster. Another, slightly-different mix of the level's theme played in replays-- these were the mixes carried over to [[VideoGame/BurnoutParadise Paradise]]'s soundtrack.
* VideoGameCrueltyPotential: Crash/Showtime and traffic checking.
* WackyRacing: We can't emphazise the ''Wacky'' part enough.
* WreakingHavok: [[SarcasmMode The slo-mo close-ups on your car aren't to show off its damages.]] You can steer your crash into Rivals who try to pass through to score "Aftertouch Takedowns".
* YouBreakItYouProfit: Crash events, Showtime mode, and the entirety of ''CRASH!''