![]() Or, track down one of the cars you unlocked on the road and take it down to add it to your collection. Don't feel like racing? Just go break through shortcut gates or bust up billboards, which are tallied up as you break each one. You can spend hours at a time just dawdling around the city and still make forward progress within the game. It's a strange design to get used to initially, but once you do, it becomes incredibly rewarding. But for the majority of the game, it's not really an issue. ![]() Toward the very end of the game, when you've bested the bulk of the game's events, you may find yourself lamenting the lack of a quick return feature to get back to a race's starting point. If you fail a race, odds are that there are roughly a dozen starting points for other races near the finish line of that previous race, and unless you've done them all, you can just hit up any one of them to get another notch on your license. The focus of Burnout Paradise isn't on doing specific events so much as it is about doing whatever you feel like. Until that time, you will experience some trial and error (with a heavier focus on the error), but the funny thing about that is that while you may initially find yourself failing races, it's not often you have to just go back and keep doing that same race again and again. Those well accustomed to Burnout's previously track-based racing model might find having to explore to find the best route to the finish a bit frightening, but the good news is that it doesn't take a great deal of time to get a feel for the city's various ins and outs. Though the in-game tutorials do a decent job of explaining the event types and basic mechanics, you're initially left to your own devices and only have the small minimap to guide you through the many twists and turns of the city as you race - unless of course you want to hit the pause button regularly and use the larger map, which is a bit annoying to do. That might sound a little overwhelming, especially if you've grown accustomed to the rather specific brand of racing that Burnout has always subscribed to. ![]() Nearly every intersection of road hosts a new event of some kind, and even after you've worked your way through the game's progression of driver's licenses (the only specifically linear portion of the game design), you'll still be finding new things you didn't even know were there. The simple act of driving aimlessly around the city constantly presents new roads, shortcuts, and destructible objects for you to experience and, often, destroy. In effect, the city is a blank slate, a pristine canvas on which to paint your own obliterative masterpiece. But it quickly becomes evident that Paradise City is meant for a greater purpose than just being a simple city to race around in. Brownstone probably wouldn't have been as catchy), Paradise City is, at first blush, a pretty standard racing game city, complete with all the usual landmark locations and boring background traffic. Coming complete with the titular Guns 'N Roses song (because Burnout: Night Train or Burnout: Mr. The star of the show is Paradise City itself. It might be in an open world, but Paradise is still a Burnout game through and through.
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