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Q&A: Catching up with Criterion


13:1702/06/2009Posted by David ScammellNo Comments

D+PAD: A key part of the DLC debate is how much gameplay and/or additional content players get out of the DLC. Although many gamers have been impressed by the quality and quantity of content provided for free, others have been less accepting of some of the big price tags associated with Paradise’s more recent DLC. Where’s the balance between price and content for DLC, and how would you say some of Paradise’s content compares?

bigsurf1Pete Lake: We set out to create premium content which offers a good value for money. We don’t agree with overcharging for just a new paint job to put on your car. Each of our offerings allows you to experience Burnout Paradise in a new and exciting way which hasn’t been possible before. We have also worked hard to integrate even the smallest of additions into the entire game. You can take any of our cars through the entire offline progression and online challenges, there are no restrictions.

You’ve just released the Cops & Robbers pack and have Paradise’s biggest update, Big Surf Island, releasing next week. How do these enhance the Burnout experience?

Cops and Robbers enhances the Burnout experience in two unique ways. Firstly it adds 33 Police cars to the already huge collection of cars. Each car is designed around a Police car from around the world and you can use these cars anywhere you like. With this we add a whole new online team game mode called ‘Cops and Robbers’ where two teams compete to retrieve the gold and stash it at their base. This mode draws on the classic Burnout aggressive driving mechanic of takedowns. It’s a chaotic fight for the gold with some of the most incredible car chases ever experienced.

The next release will be Big Surf Island. This is the first time we add a whole new destination to Paradise City packed with gameplay and rewards for the player. Stay tuned to CriterionGames.com for all the latest info.

copsrobbers1Many people were excited about the prospect of flying planes around Paradise City when the idea was shown in one of Criterion’s video podcasts. Is that idea still being worked on?

We are always working on future ideas, some of which get to see the light of day and others which don’t. It was great to showcase the planes in our podcast but right now I can’t comment on any future developments. Stay tuned to CriterionGames.com if you want to get the latest from us.

You seem to be developing so much content for Paradise, extra modes, areas and continually refining its gameplay. Why not save it for a sequel?

Let me turn that around. Why would we develop a sequel to a game when we can keep the existing product and community alive by creating new content? We have a huge number of people playing our game, I would hate for us to ‘go dark’ for too long…

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