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For YMMV tropes relating to Burnout Paradise, click here.


  • Awesome Music: Really, the entire soundtrack for each game counts - every player has their favourite song. Here are some examples:
    • Burnout 2: Point of Impact:
      • "Destroyer Mix"
      • "Panic Attack"
      • "The Miracle Mile"
      • The credits theme, a medley of three other tracks in the game.
    • Burnout 3: Takedown:
      • "Make A Sound" by Autopilot Off
      • "Lazy Generation" by The F-Ups
      • "Fall Apart" by 1208
      • "Paper Wings" by Rise Against
      • "I'm Not Okay" by My Chemical Romance
      • "Breathing" by Yellowcard
      • "Here I Am" by The Explosion
      • "C'mon" by Go Betty Go
      • "Saccharine Smile" by The Donots
      • "Shake That Bush Again" by The Mooney Suzuki
      • "I Wanna Be Sedated" by The Ramones
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    • Burnout Revenge:
    • Burnout Dominator:
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    • Burnout CRASH!:
      • Penny Arcade at least has a disturbing reverence for Gloria Estefan's "Dr. Beat".
  • Breather Level: The penultimate event in Takedown, a Grand Prix event in which you must use the US Circuit Racer (an IndyCar), is probably the most difficult event in the game owing to the US Circuit Racer being difficult to drive within the racing conditions that Burnout demands. The actual final event, another Grand Prix series that requires the use of the Euro Circuit Racer (a Le Mans Prototype), is much easier by comparison simply because your car is both heavier and more agile.
  • Catharsis Factor: Part of the fun of the series is just wrecking the hell out of anything that moves on the road (haven't you always wanted to do Road Rage when you're feeling road rage?). And then there's the Crash Junctions mode, where you slam into an intersection and try to cause as much damage as possible in one go.
  • Character Tiers: With the exception of Point of Impact, vehicles are sorted into various classes that determine how fast they are (with the exception of Crash/Heavyweights, which are intended for the Crash mode). Paradise lacks abject categories for cars, but most can be sorted this way based on which license they're unlocked in.
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    • Burnout: Easy, Medium, Hard, Special
    • Takedown/Legends: Compact, Muscle, Coupe, Sports, Super, Special, Heavyweights
    • Revenge: ST, DX, GT, Special (Race) + Lite, Mid, HVY, Super (Crash)
    • Dominator: Classic, Factory, Tuned, Hotrod, Super, Race Specials, Dominator
    • Paradise: Learner's, Class D, Class C, Class B, Class A, Burnout, Burnout Elite
  • Even Better Sequel: Burnout 3: Takedown is considered to be this by many. Burnout 2 was a great game that featured on dangerous driving, but 3 emphasized it with the Takedown and Aftertouch mechanics, making the racing super tense and exciting, plus a noticeable bump in graphical quality while still maintaining a silky 60fps. No wonder that it's frequently hailed as one of the best racing games of its generation.
  • First Installment Wins: Averted regarding the original game. When Legends made an effort to mix the original two games into the third for handhelds, the only part of the first game that made it through was a single track, Twilight Harbour. It is also considered the least favourable game (second only to CRASH!), with most fans arguing over Takedown, Revenge or Paradise.
  • Follow the Leader:
    • The FlatOut series, which feels a bit like Shoddy Knockoff Product due to its name, but it plays more like the Playstation classic Destruction Derby, with no cut-off cutscene if a destruction happened. 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 games where you took advantage of this, throwing your hapless driver at giant bowling pins or trying to hit a target.
    • The Motor Storm games are basically Burnout off-road! And with Nintendo Hard difficulty!
    • Split Second is Burnout meets a Michael Bay movie.
    • Burnout itself is Destruction Derby with intersections and traffic instead of demolition derbies.
    • Need for Speed: Hot Pursuit is basically Burnout with licensed cars and a major emphasis on police chases. Justified, as it was developed by Criterion. Taken a step further with the 2012 Need for Speed: Most Wanted, which is Burnout Paradise with licensed cars (including a singular DLC-expanded part of the map!).
    • Driver: 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 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 Spiritual Successor to Burnout 3's Crash mode.
  • Game-Breaker: The Supercar (Saleen S7/McLaren F1-Expy)in Burnout 2. Nothing save the Custom Roadster could touch it, and it wasn't easy thanks to the Roadster's awful handling.
  • Goddamned Traffic: Especially in the very first game thanks to the cross traffic blocking off entire streets.
  • Most Annoying Sound: In Revenge, the engine noise of the M-Type GT cars with its high-pitched engine whine while boosting at low speed. Thankfully this only happens in the PlayStation 2 and Xbox versions.
    • "Paradise City" by Guns N' Roses every time you launch Burnout Paradise may start to get a bit grating to some players out there. And not to mention DJ Atomika's voice as well. Thankfully, there's a Game Mod for both the original and remastered versions called "Atomika Disabler" , which completely mutes his lines for good.
  • Most Wonderful Sound: The sound of the medals being awarded to you in 3 and Revenge made it feel more rewarding. Can double as a Moment of Awesome if the medal is awarded during a takedown or a split-second finish.
    • The *DOOM!* that's made when your boost bar is increased. You know you're ready to whoop asses when that happens.
    • In 3, the "DING!" sound that plays when you hit a racer with Aftertouch. Or just take them down in general, really.
    • In Revenge, the sound of boosting, which literally puts in the sound of a jet aircraft whooshing by.
    • The backdraft sound effect when you activate Aftertouch Crashbreakers as everything slows to a near-stop, especially when you know you're gonna take down several opponents in the impending blast.
    • Shunting an opponent off-screen and hearing the sound of their car crunching onto the wall. String it all together, and you get this glorious audio sequence:
      *THWOOM*, *BASH*... *crunch* *DING*... *DOOM!* note 
  • Nightmare Fuel: The beta version of Burnout 3: Takedown featured horrifying sound effect tracks for Impact Time which wouldn't be out of place in Silent Hill or Postal and might even bring back memories of the menu theme from Destruction Derby 2 for the PS1. Thankfully the Impact Time themes were massively toned down in the retail version in order to fit the game's Lighter and Softer tone and feel like the time casually slowing down while the player gets Aftertouch Takedowns after crashing, but some, like the one where a woman screams horrifically and heart-beating noises, can still be pretty chilling. Also, the retail versions of the said tracks are no slouch either.
  • Older Than They Think:
    • Those who stick to the more famous EA-backed titles might be surprised to learn just how far back the lineage goes. Crash mode originates in the second game, the Stephen Root tracks in Paradise actually come from the first three games, and some cars date back all the way to the original Burnout. Tracks across Europe and the USA, Face Offs and Championships, and tracks that can be combined into one big track also date back as far as the first title.
    • Paradise's Stunt Run mode works very similarly to Dominator's Maniac Mode a year earlier. Both involve gaining points by drifting, oncoming, near-misses and airtime, and include ways to multiply your current combo (Burnouts in Dominator, Barrel Rolls and Billboards in Paradise).
    • Similarly, the idea of getting points for your dangerous driving originated from the first two games, but it took until Dominator and Paradise to base events around them.
  • Polished Port: The Xbox 360 port of Revenge. It has better graphics than the original Xbox version, obviously, but it also improves the loading times, has more songs on the soundtrack, and it greatly improved Crash Mode by refining two things: 1) Making it effortless to get a boost start, and 2) If you restart, the camera flying back to the start is much faster, whereas it was slooooooow in the Xbox and PS2 versions.
  • Porting Disaster: Burnout Legends on the DS falls squarely into this, being an a abortion of a game that wasn't even developed by Criterion. Thankfully the PSP version averts this and is basically Burnout 3 on a handheld with tracks and cars from the first two games thrown in. Dominator also ran pretty well.
  • Real Song Theme Tune: Somehow, the last two Burnout games are titled from the game's theme song. Paradise has the fitting "Paradise City", while CRASH! has The Primitives' "Crash", which also names this game's location.
  • The Scrappy: DJ Atomika.
    • Atomika is a vast improvement over the truly execrable DJ Stryker from Takedown. How someone like Stryker can be an actual radio DJ in real life is beyond reason.
    • Also, compare Atomika's "performance" in SSX 3 to the one in Paradise. He had much better and funnier people writing his script in the former.
  • Song Association: Seems to be a theme with games made by EA. Of particular note is the Real Song Theme Tune in Paradise, which can be guessed just by looking at the name of the game and the city.
  • Sequelitis: Although Burnout CRASH! is only a spinoff, it's pretty much widely hated by everyone due to its gameplay, which shares nothing in common with the main series Crash Mode besides the basic game idea, the Denser and Wackier tone, and the Totally Radical announcer.
  • That One Achievement: The Signature Takedowns in Takedown and Revenge (as well as Signature Shortcuts in Dominator), which range from easy to unforgivably hard. Of note is 'Grapes of Wrath' and 'Tuk-Down', which require you to hit extremely small moving targets (wine vans and tuk-tuks respectively). 'Truck Torpedo' is also this, as trucks are the least common vehicle in the USA, and even when one does appear it may not even be carrying a speedboat.
    • Takedown Targets are also worth noting, with some being incredibly unreasonable. It's hard enough getting one Tram Takedown, but two in the same race?!
  • They Changed It, Now It Sucks!: Nearly every game after Burnout 2 has this in some way for a portion of the fanbase (special mention to Paradise, more on its page):
    • Purists of Burnout 2 stick their nose up to the Crash mode in Takedown and Revenge, which put emphasis on pickups and blowing up your car (in addition to Aftertouch), rather than the purity of the original in 2.
    • Takedown gets this just for having a licensed soundtrack compared to the unique compositions in the first two games.
    • Revenge for being Darker and Edgier, in addition to much wider tracks, harder Takedowns and Traffic Checking making same-way traffic a complete joke.
    • Dominator for removing the Crash Mode and otherwise not being made by Criterion Games.
    • And of course, Burnout CRASH!, the downloadable game released in Fall 2011. Top-down viewing angle, no racing gameplay (the game is basically an expansion of Crash Mode), and cartoonish oddities like UFOs really set the fanbase into a fervor of contempt when it was announced.
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