We served up Toy Cars, a Party Pack, different challenges types, an all-new island location and bikes, in a wild, freewheeling year of game-changing, downloadable awesomeness and spoke direct to fans through our video podcast: Crash TV. We dreamed getting games digitally and of an ever-changing online service. XBox 360 and PS3 hinted at a brave new world: beyond offline games in plastic boxes. The game compared them with your friends’ times- go fastest to rule the road. We filled the city with billboards to jump though and tagged every street for fast times. Burnout was a killer arcade driving game, but for a new generation of hardware and connected player Burnout had to become something more ambitious. Closed tracks made way for an expansive, open city, and we seamlessly synced your friends into the action and let you loose on a heap of cool challenges that unsurprisingly rewarded you for driving like a lunatic. For Paradise, we knew we had to change everything. We grafted online leaderboards onto every event in the game and created a feed calling it out when your friends beat you and phone and web versions that let you track the action wherever you went.Įvolve or die. It was a bit like Facebook for a console game. Or play as the cops and chase down criminals, shut down races and bust the crap out of them.Īnd we wanted to make so your friends were at the heart of the game, so we came up with a feature called Autolog. We served up the world’s hottest, fastest and rarest cars and asked you to drive ‘em like you stole ‘em. It was a Criterion Game, so it was always going to be about intense speed, lithe handling, epic drift and driving like a nutcase. We wanted to create a fresh spin on Hot Pursuit for a connected generation of gamer. We always wanted to make a Need for Speed game, and after Pro Street, Undercover and Shift, we felt like the series had lost some of its magic. We were massive fans of 1994′s original Need for Speed for 3DO and Black Box’s classic Need for Speed Hot Pursuit.
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