Wait, what? No, you don’t, you drive up to them, press Y and off you go. This is literally the first thing that happens in the game. Like, the very first thing they tell you in the tutorial is to do that.
I think eventually when they released a DLC pack they’d load in the DLC cars and events and those would tell you to buy the DLC if you didn’t have it, but that game has been all but given away in sales as a full edition for years now, so I don’t even remember the specifics. But yeah, no, they absolutely didn’t sell you individual cars on the side of the road. They don’t even sell them to you for in-game currency, you just find them.
MW 2012 certainly feels less like the UG games and closer to the old aspirational supercar games, which is fine by me, maybe because I’m older and I thought the proto-Fast & Furious stuff in the newer games was super cringey. Given the franchise started as a sports car magazine tie-in and remained pretty much that for a solid decade, though, I think “THE ENTIRE CONCEPT” is a stretch.
I genuinely think both of the MW games have somewhat wonky driving, for different reasons. You can get used to both, no question, but I will say that for how much of a learning curve the weird sense of weight 2012 had, I ended up 100%-ing that game multiple times in a way I never felt the need to do with OG. That game has flow in a way only it and Paradise have ever nailed. The Horizon games come very close, but I tend to feel they are a bit too big to get you there. I like the small puzzle worlds in Paradise and MW2012 a lot.
Pretty sure I’m with the consensus on this one, though. “Burnout Paradise is boring, actually” is a Carolina Reaper, lava-hot, coronal ejection-level take.
That’s presumably the back of the box feature MW2012 was trying to address, but honestly I’d take the over the top crashes and slo-mo hood crumpling over the branding any day. Authentic car sims already exist and they’re for something else. If you’re not going to accurately model the physics and instead are aiming for arcade fun, then who cares?
Well, you care, and that’s fine. I’m saying if given the choice I’d take Burnout’s approach.
But still, hot take. Paradise is absolutely on my very short list of perfect games. Every piece of that game is designed to go with every other piece, and when they ran out of pieces they stopped. It’s all grain, no chaff, I can pick it up and play it any time.
And also, man, both Paradise and MW12 hold up so, so well. In retrospect Criterion had some rendering juice at the studio at the time. You guys made me boot up MW12 by talking about it and that thing looks better than most games I’ve played in the intervening decade. It’s nuts.
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Wait, what? No, you don’t, you drive up to them, press Y and off you go. This is literally the first thing that happens in the game. Like, the very first thing they tell you in the tutorial is to do that.
I think eventually when they released a DLC pack they’d load in the DLC cars and events and those would tell you to buy the DLC if you didn’t have it, but that game has been all but given away in sales as a full edition for years now, so I don’t even remember the specifics. But yeah, no, they absolutely didn’t sell you individual cars on the side of the road. They don’t even sell them to you for in-game currency, you just find them.
MW 2012 certainly feels less like the UG games and closer to the old aspirational supercar games, which is fine by me, maybe because I’m older and I thought the proto-Fast & Furious stuff in the newer games was super cringey. Given the franchise started as a sports car magazine tie-in and remained pretty much that for a solid decade, though, I think “THE ENTIRE CONCEPT” is a stretch.
I genuinely think both of the MW games have somewhat wonky driving, for different reasons. You can get used to both, no question, but I will say that for how much of a learning curve the weird sense of weight 2012 had, I ended up 100%-ing that game multiple times in a way I never felt the need to do with OG. That game has flow in a way only it and Paradise have ever nailed. The Horizon games come very close, but I tend to feel they are a bit too big to get you there. I like the small puzzle worlds in Paradise and MW2012 a lot.
Yeah, both games mw 12 and paradise bored me to death.
Well, there I can’t help. To each their own.
Pretty sure I’m with the consensus on this one, though. “Burnout Paradise is boring, actually” is a Carolina Reaper, lava-hot, coronal ejection-level take.
Not having real cars and all the races feeling the same kill the game.
That’s presumably the back of the box feature MW2012 was trying to address, but honestly I’d take the over the top crashes and slo-mo hood crumpling over the branding any day. Authentic car sims already exist and they’re for something else. If you’re not going to accurately model the physics and instead are aiming for arcade fun, then who cares?
Well, you care, and that’s fine. I’m saying if given the choice I’d take Burnout’s approach.
But still, hot take. Paradise is absolutely on my very short list of perfect games. Every piece of that game is designed to go with every other piece, and when they ran out of pieces they stopped. It’s all grain, no chaff, I can pick it up and play it any time.
And also, man, both Paradise and MW12 hold up so, so well. In retrospect Criterion had some rendering juice at the studio at the time. You guys made me boot up MW12 by talking about it and that thing looks better than most games I’ve played in the intervening decade. It’s nuts.