tag:blogger.com,1999:blog-4619851295680882975.post4594009737144363846..comments2023-11-05T03:28:59.512-05:00Comments on chronic's blog: "NFS: Most Wanted is Burnout Paradise 2"Chronichttp://www.blogger.com/profile/14051954780090847748noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-4619851295680882975.post-60556204354303767752012-06-08T20:02:20.463-04:002012-06-08T20:02:20.463-04:00There's a potential for major griefing if ther...There's a potential for major griefing if there really are going to be a max of 12 people in a race room/world. <br /><br />The way the automated playlist event dictator works is it sets up a location you need to get to, then when everyone is there the challenge/race starts. Some of these will be fairly quick ones, like you'll remember from Paradise. But unless EVERYONE is partaking and travelling to the start-up points none of them will ever start.<br /><br />I remember people leaving/joinging a lot in Paradise would reset the challenges. Trying to get 12 people all doing the same thing in a public room is near impossible. Even in private ones it can be a challenge.<br /><br />I wonder if the 'host' will be able to override the dictator. Trials has set a new standard, the comparison with Ridge Racer Unbounded is stark. That game seemed to offer some promise of a track designer you could get deep into, but they scaled it down a lot from their early details.umonoreply@blogger.comtag:blogger.com,1999:blog-4619851295680882975.post-83305804171554497312012-06-07T06:40:54.099-04:002012-06-07T06:40:54.099-04:00I agree 100%, but at this point, I'll take ano...I agree 100%, but at this point, I'll take another Burnout Paradise over no burnout. I've always had a dislike for open-world racers. HOPEFULLY we can make closed tracks, but i'm not getting my hopes up.mdnoreply@blogger.comtag:blogger.com,1999:blog-4619851295680882975.post-20146205662647503512012-06-07T03:40:50.938-04:002012-06-07T03:40:50.938-04:00Does EA hate money or something? It seems like a n...Does EA hate money or something? It seems like a no-brainer to double dip and make two arcade racing franchises, Burnout and NFS, and just alternate releasing them every other year. That would give them 2 years development time, which would make for better games, and also allow some differentiation among the franchises.<br /><br />Personally, I dont want Burnout to be an open world racing game. I understand thats where the series went with Paradise, but its roots for the first 4 games is with closed tracks (some with branching paths). Having closed tracks means tighter, more intense racing, and a lot more close quarters battling. Racing - at each and every professional level, F1, Indy, Rally, Nascar, etc etc etc - is done with laps on a closed circuit. Making it open world doesnt necessarily make it better. <br /><br />I liked Paradise and I like racing in GTA amd Midnight Club games, open world racing is fun and it certainly has its place. But there is no question, you see a hell of a lot less of the other cars when you race in an open world setting. Not only are the other drivers taking alternate routes, sometimes they miss a turn and end up way behind you. Giving someone infinite boost to catch up only helps if they take the fastest possible route, which isnt always easy to determine in the midst of battling other cars, traffic, cops, and twisty sidestreets with jumps and obstacles all over the place.<br /><br />Im not saying that Criterion has to halt all new ideas and just remake Burnout 3 over and over with each game. But the progress needs to be incremental. If you look at what games like Halo and Trials Evolution and many many PC games do - they give the user control over how they want to play the game. What the rules are, what the course looks like, and how the controls respond. <br /><br />If you wont give us closed circuit racing as the default game, and give us a huge open world instead, fine. But Criterion MUST let us tailor it to how we want to play it. Allow custom tracks with barriers wherever we want, allow us to set the sensitivity for the takedowns, allow us to create custom games modes, allow us to set our own traffic patterns and pick which vehicles will be in each course. I mean, there werent even trucks and busses in Paradise for heaven sake. <br /><br />Once you play a game like Trials Evolution, and you see how powerful the user tools can be in adding value and infinite replayability to a game, its hard to forgive developers for not allowing them in other games. Imagine how fucking incredible a Burnout game would be with an editor as powerful as that seen in Trials Evolution. Think about it. Just fucking think about it.Chronichttps://www.blogger.com/profile/14051954780090847748noreply@blogger.com