User:AcuteSyntax
Mangling video games to hell and back since 2017.
Contents
Current Projects
For the real ambitious shit that's gonna take several eons for me to finish.
Prerelease:Burnout Paradise
This thing finally got moved to its own page, despite still being very much a WIP
Proto:Burnout Paradise/November 13, 2006 Build
A very early pre-alpha build with a compilation date of November 13th, 2006, around a year before the game's final build.
Proto:Burnout Paradise/February 22, 2007 Build
Another relatively early build in the same vein as the November 13 one; however this one's a bit more complete (and more than a bit more broken, since most of this build's files were missing/overwritten at the time of its discovery and had to be recreated/rebuilt manually).
Progression
Takedowns to Pursuit
An implementation of the offline rivalry system elaborated on during a 2006 interview. This sees the player repeatedly taking down a rival, either in Freeburn or during events, until the titular number of Takedowns required to unlock the Pursuit event with that rival is reached. The player is then required to hunt down and attack the rival during Freeburn to begin the Pursuit; completing the event puts the rival out of commission and rewards the player with their former vehicle.
Moving Violations
Another early progression mechanic. Each vehicle has a sheet of offensive driving objectives associated with it, such as performing a 250-yard drift or staying in the Oncoming lane for 500 yards, known as Moving Violations. After completing a given vehicle's sheet, an upgraded version of the vehicle would be rewarded to the player.
Gamemodes
Race
Race events, wherein the player must drive to a random landmark, can be started by spinning the vehicle's wheels anywhere and at any time. Races usually start with a small number of rivals and the event progresses, more rivals will join in.
Road Rage
Road Rage events are started by attacking a rival during Freeburn, a mechanic that was mentioned occasionally in articles and interviews from various points in Paradise's development but was ultimately absent from the final game. The player cannot initiate a Road Rage if their vehicle is too damaged, as vehicle damage taken during events carries over to Freeburn mode.
The mode is largely identical to its final version; the player is required to reach a target number of Takedowns within the time allotted, with each Takedown adding 25 seconds to the time limit.
Pursuit
Initiating a Pursuit event is normally done via the "Takedowns to Pursuit" gameplay mechanic mentioned above, but can also be done via a debug function: holding the RB button while attacking a rival in Freeburn.
The mode itself is identical to its appearance in Burnout 2, requiring the player to deplete the rival's health via Slamming and Shunting them before they reach the escape distance.
Planned Projects
- Proper, detailed documentation and proto pages for a TON of prerelease demos from the fifth and sixth generation; releasing demos of games in a very early/unfinished state was the norm back in the day, and as a result these demos usually end up containing quite a bit of hidden content and even stuff that never made it to the final game. Most of these demos aren't even properly documented yet.