
If the cars weren't enough, the team took the step to introduce four motorcycles. Being unique, their vehicles were 'a source of income' which provided us with the testing below.
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As almost a reinterpretation of Most Wanted 2005, as we progressed we had to take down the next relevant driver on the streets of Paradise City. Unlocking and completing tests at each traffic light improved our driving license, the high point of which came when we presented our next nemesis. The ways of interacting with an open world from the perspective of a driving game were concise. Do you remember the meeting of eight players on the baseball field? It is already part of the collective memory. With Xbox Live and PlayStation Network already established, Burnout Paradise online features were the main tune of their community.
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"The closed tracks gave way to an extensive free city, and we synchronized you in real time with your friends to lose yourself in a circle of challenges that rewarded you for driving like a lunatic," they explain. Therefore, their first development based on Xbox 360 and PlayStation 3 took into account the opportunities offered by the new hardware. The formula was still working, but not so much the style of play. As they describe on their own website, with Paradise they knew that "we had to change everything." Burnout 3: Takedown and Burnout: Revenge were far away. The port for Nintendo Switch seems to point to the month of June, so at FreeGameTips we bring you the keys to Criterion Games' flagship work and what the studio has in store for it. With 12 years behind him and a remastering in between, the sky of this motor festival has one last corner to skid. Paradise City was the playground to connect with our friends and enjoy the same street races as always. From takedowns to the edge of the fearbreaker we move to embrace the open world. Guns N 'Roses already said it: "Take me down to the paradise city." At the height of its popularity, Criterion Games gave its star saga a 180-degree turn in 2008.
