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Criterion’s burnout paradise game credits
Criterion’s burnout paradise game credits










criterion’s burnout paradise game credits
  1. Criterion’s burnout paradise game credits software#
  2. Criterion’s burnout paradise game credits series#

In 2019, development of the Need for Speed series was reverted to Criterion Games Ghost Games would be reverted to its original name as EA Gothenburg and became a Frostbite Engine support studio. As the IP for Burnout still remains with EA, the studio would spend several years working through smaller game ideas to develop a spiritual successor to the Burnout series, with Dangerous Driving being the first game meant to capture several aspects of the series. Sperry and Ward would ultimately leave Criterion in early 2014 and later form a new studio, Three Fields Entertainment. In April of that year, Alex Ward stated that Criterion would be steering away from the racing genre, placing the future of the Burnout series into question. In 2013, oversight of the Need for Speed series was transferred to EA's newly formed subsidiary, Ghost Games, as well as 80% of the developers at Criterion the remaining staff served as advisors. Hot Pursuit and its 2012 follow up, Most Wanted, were noted to feature elements from the Burnout series. EA allowed them to develop a title, 2010's Hot Pursuit which was both critically and financially successful and led to Criterion becoming the lead studio for the Need for Speed franchise.

criterion’s burnout paradise game credits

The series' games had been bounced between several of EA's internal studios. Relation to the Need for Speed series Īround 2008–2009, some of Criterion's staff had jokingly asked if they could work on an instalment in the Need for Speed franchise, which put more focus on stunt-type driving than collisions. Paradise was envisioned by Ward as putting the Burnout series in an open world, giving players the option of what routes to take to complete races, alongside other traditional game modes, while adding a social element to the game. Criterion continued to develop additional Burnout games, culminating in Burnout Paradise in 2008. īurnout 3 was highly successful, with more than 2.3 million copies sold through 2006 in the United States alone. Players were able to ram into opponents to focus them into crashes ("Takedowns"), which not only temporarily knocked them out from racing in a similar way to the weapons utilised in games such as Mario Kart, but also benefit the player by providing some boosting effects. Burnout 3: Takedown took the series in a different route, as Criterion incorporated some of the more combative elements from the SSX series, such that players were "fighting through traffic" rather than just "racing through traffic", according to Ward. The game was near completion in 2004 by the time of Acclaim's bankruptcy and EA's acquisition. Criterion agreed as long as EA left them with creative control over the title. The cancelled project left some animosity between Criterion and EA, but in 2003, EA reached out to Criterion, wanting to resolve the matter and to have them work on a second Burnout sequel. However, Criterion could not find a way for that to work and the project was dropped it is believed by journalists that this would ultimately be released in the 2007 game Skate by EA Black Box. EA had been interested in Criterion before from their TrickStyle game, and were initially in 2002 hoping for them to expand that out to be an open-world type skateboarding game under the Skate or Die! moniker, similar to the popularity of Grand Theft Auto III. Electronic Arts (EA) acquired Criterion Games as well as the rights to the Burnout series and RenderWare for an estimated US$48 million that year. In 2004, Acclaim filed for bankruptcy and sold off its existing properties to other publishers. At this point in the series, the games were focused on driving on rural and country roads, and while the crashing mechanics were part of the game, these were not emphasized as gameplay elements but simply the undesirable, though often spectacular, result of a collision.

criterion’s burnout paradise game credits

Besides races, Burnout 2 introduced the series' signature "Crash mode", in which players would drive a car into a tableau of other cars and objects to try to do as much damage as possible. Burnout was successful enough for a sequel Burnout 2: Point of Impact, released by Acclaim in 2002. Burnout was aimed to be an arcade-style racer, placing fun over realism as series like Gran Turismo offered. As a follow-up title, Sperry's team, now with Alex Ward on board, developed a racing game that showed off the capabilities of the newest iteration of RenderWare, named Burnout, also published by Acclaim in 2001. Their first game was a fast-paced skateboarding game, TrickStyle, published by Acclaim Entertainment for the Dreamcast and released in 1999. established in 1999 to showcase the type of games that its RenderWare game engine was capable of, with Fiona Sperry in charge.

Criterion’s burnout paradise game credits software#

1.1 Relation to the Need for Speed seriesīurnout 's origins came by way of Criterion Games, a division of Criterion Software Ltd.












Criterion’s burnout paradise game credits