{"id":10361,"date":"2026-07-21T13:19:48","date_gmt":"2026-07-21T13:19:48","guid":{"rendered":"https:\/\/beteja.com\/index.php\/2026\/07\/21\/building-on-burnout-and-an-underwhelming-predecessor-are-wreckreation-2s-missions-and-so-far-its-a-promising-patch-of-paradise\/"},"modified":"2026-07-21T13:19:48","modified_gmt":"2026-07-21T13:19:48","slug":"building-on-burnout-and-an-underwhelming-predecessor-are-wreckreation-2s-missions-and-so-far-its-a-promising-patch-of-paradise","status":"publish","type":"post","link":"https:\/\/beteja.com\/index.php\/2026\/07\/21\/building-on-burnout-and-an-underwhelming-predecessor-are-wreckreation-2s-missions-and-so-far-its-a-promising-patch-of-paradise\/","title":{"rendered":"Building on Burnout and an underwhelming predecessor are Wreckreation 2\u2019s missions, and so far it\u2019s a promising patch of Paradise"},"content":{"rendered":"<p><\/p>\n<p>&#8220;Wreckreation wasn\u2019t actually an attempt to recreate Burnout,&#8221; former Criterion Games studio head Fiona Sperry says as she and her team reveal their latest arcade racer, Wreckreation 2. &#8220;I think some people thought it was. But it was actually an exploration of freedom and creativity in racing games, and that was really a continuation of unfinished work at the end of [Burnout] Paradise and also the game we were making before we left EA. It was really about asking the question, \u2018What if we gave players an enormous amount of freedom?\u2019&#8221;<\/p>\n<p>Whatever the intention, the blend of Burnout-ish arcade racing and player-built, GTA Online-esque airborne tracks that Sperry and studio Three Fields Entertainment put out last year didn\u2019t stick the landing after launching off the release mega-ramp. Since she and some colleagues left EA-owned Criterion in 2014, their efforts have been defined in a lot of folks&#8217; minds &#8211; mine included &#8211; largely in terms of what they used to do. After Paradise, EA binned the widely beloved and successful Burnout series Sperry and co forged their reputations in, moving Criterion on to Need For Speed. Today, the studio are just one of many working on the corp\u2019s monolithic Battlefield shooters.<\/p>\n<p>Thus, whether fair or not, it\u2019s hard to look at any new game from the likes of Three Fields or the equally ex-Criteriony Fuse Games &#8211; the latter being the developers of Star Wars: Galactic Racer &#8211; without hunting around for evidence it\u2019s bringing back the rush of slamming a Hunter Cavalry into a wall from behind the wheel of a Carson Inferno Van. This, I\u2019m sure, is both a blessing and a curse for the devs in question, but ironically I think that despite Sperry\u2019s pushback against the idea that Wreckreation was about recapturing Burnout, its freshly announced sequel Wreckreation 2 might be the closest her studio have come yet to achieving that.<\/p>\n<p><span class=\"attribution\">Image credit: When Tides Turn<\/span><\/p>\n<p>Built as a clear reaction to the shortcomings of their last game, by a Three Fields team reborn under the new name When Tides Turn, Wreckreation 2\u2019s designed to be more focused and physical than its unwieldy and awkwardly bouncy predecessor. A vast expanse that\u2019s fairly bland and empty outside of some switchbacked roads has been ditched in favour of map set in and around Heartbreak City, an Eastern US-esque metropolis whose name possibly betrays how its creators were feeling when they set about picking up the pieces following their last game\u2019s release. The driving model\u2019s designed so that cars can much more naturally bump, bash, and grind against each other. Booting up an early build that I\u2019ve been able to whip around after learning about the game for the first time, things instantly felt much closer to Burnout Paradise than any game this set of devs have built since exiting Criterion all those years ago.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"\/><\/p>\n<p>Fair enough, I\u2019ve only been able to try a dozen or so events in a limited section of Heartbreak City, with When Tides Turn still at an early stage of development. All of the events will be familiar to any Burnout fan &#8211; traditional races, one-on-one face-offs, the classic road rages in which wrecking as many opponents as possible is the key, and wreckonings, that being the name adopted for time trials that reward a faster version of the same car. Speaking of cars, this first demo had two &#8211; the quick Dearborn &amp; Schaeffer Nightranger hypercar and a brawny 50s muscle car called the Huntsville Nebraska. Rather than a single base version and one special variant you earn by winning its wreckoning, as was the case in Paradise, each of the rides in Wreckreation 2 so far come with two special variants, with each bringing a visual overhaul and step up in performance.<\/p>\n<p>According to Sperry, Wreckreation 2\u2019s been in the works for &#8220;about three months&#8221; at this point, with only eight weeks of that coming after the studio moved away from supporting the first Wreckreation on a full-time basis. Given that, what they\u2019ve built thus far has largely impressed me. A city with building-lined avenues and narrow alleyways makes for a much more natural setting for road rages in particular than open alpine roads with little scenery. The car collisions are nowhere near as stilted as in the first game, even if the vehicles still feel like they\u2019re lacking a bit of weight on a controller. The drifting\u2019s serviceable, especially when behind the wheel of the rapid Nightranger, if not as seamlessly satisfying as it was in Paradise and its predecessors.<\/p>\n<p><span class=\"attribution\">Image credit: When Tides Turn<\/span><\/p>\n<p>Though, it\u2019s still plain to see at this point that Wreckreation 2 has a long way to go. At least this time that\u2019s an explicit part of the devs\u2019 plan. In their new guise, the team plan to be a lot more open throughout their development process, seeking rounds of player feedback long before the full version releases. For now, this is taking the form of a series of &#8220;initially private and then public demos&#8221; that\u2019ll increase in size and which Sperry stressed are different to a paid early access period. &#8220;We\u2019ll open up a demo for maybe two or three weeks, we\u2019ll do a playtest, then we\u2019ll take it back down, take on board all the feedback and continue to iterate in that way,&#8221; Sperry explained.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"2\"\/><\/p>\n<p>While it\u2019s similar, in terms of being community-focused, to what the team have been doing with the original Wreckreation after starting a Patreon post-release, Sperry cited some examples which have served as inspirations. &#8220;There were a couple of games I\u2019ve followed in the last year, Far Far West and then Paralives,&#8221; she said. &#8220;They just did this. They developed in the open, it was amazing, I kind of went along on their journeys with them\u2026I think it really is a shift [in norms]. I think Steam makes it really possible to just be able to get your builds out really quick to people and playtest live with them.&#8221; Since it seemed a potentially obvious blueprint to draw from, I asked Sperry if any cues had been taken from another anarchic racer being gradually built up over time, albeit via paid early access, in Bugbear\u2019s Wreckfest 2. &#8220;Not particularly,&#8221; she responded, returning to her previous two examples, which I found intriguing; it suggests to me that When Tides Turn might have deliberately looked beyond their immediate genre competitors when charting a path forwards.<\/p>\n<p><span class=\"attribution\">Image credit: When Tides Turn<\/span><\/p>\n<p>Another key difference under the hood with Wreckreation 2 is the absence of a publisher, like THQ Nordic, who published its predecessor. Instead, When Tides Turn are self-publishing the sequel. Sperry cited this as one of reasons her team have opted to make a sequel rather than continuing to overhaul the first Wreckreation. &#8220;It\u2019s been a good relationship with [THQ Nordic], however they, like many publishers, I\u2019m not sure they\u2019re in a situation where they want to have a live development running for two years.&#8221; So, When Tides Turn are going it alone, having secured a UK government grant and with hopes of attracting angel investors to partner with, rather than publishers.<\/p>\n<p>As Wreckreation 2 ploughs on, the aspect of the game I\u2019m most intrigued to see grow and take shape is its worldspace. As of right now, you\u2019ve got a city that\u2019s not too bad a place to drive around, if rather generic and lifeless aside from traffic and parked cars. As in the first Wreckreation, this new game\u2019s slated to be getting a mode that\u2019ll let players create their own versions of its map by building the likes of floating tracks and adding jumps wherever they like. That\u2019s got its own appeal, but what made Paradise City such a wonderfully engrossing automotive playground was its deeply handcrafted feel. Around every corner was a run down an alley and through some jumps or other obstacles, which developers had clearly set up as stunt paths or inventive shortcuts. Sometimes, these paths lead to stunting areas off the beaten path to explore, such as the abandoned quarry.<\/p>\n<p><span class=\"attribution\">Image credit: When Tides Turn<\/span><\/p>\n<p>I asked When Tides Turn if they\u2019d drawn any inspiration from specific areas or sections of Paradise City when making their own metropolis, and surprisingly, Sperry cited its predecessor Burnout Revenge as more of an inspiration, noting the job it did of &#8220;layering shortcuts and layering verticality&#8221;. For me, Wreckreation 2\u2019s Heartbreak City would ideally lean as hard into that dev-crafted environmental depth as possible. However, the need to leave space for players to fill out the place is tough to balance with that, as the first Wreckreation demonstrated. What does give me hope that When Tides Turn can strike a better balance with it this time is that they were very open about it being something they continue to grapple with. &#8220;As we pushed further towards creativity, further towards player expression, we did move away from some of those principles that made arcade racing compelling,&#8221; Sperry admitted when running through what lessons have been taken from Wreckreation 2\u2019s predecessor. &#8220;We did have debates about that.&#8221;<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"3\"\/><\/p>\n<p>If they can nail it, perhaps Wreckreation 2 will be the game that finally convinces folks like me to stop simply yearning for Burnout as we remember it from back in the day. Not a one-to-one recreation of Criterion\u2019s car smashers, but a worthy successor that builds on their legacy, rather than blending an imitation of it with a box of race creation tools.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;Wreckreation wasn\u2019t actually an attempt to recreate Burnout,&#8221; former Criterion Games studio head Fiona Sperry says as she and her team reveal their latest arcade racer, Wreckreation 2. &#8220;I think some people thought it was. But it was actually an exploration of freedom and creativity in racing games, and that was really a continuation of<\/p>\n","protected":false},"author":1,"featured_media":10362,"comment_status":"","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[31],"tags":[5803,9455,9459,9460,966,9457,4626,9456,9458],"class_list":{"0":"post-10361","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-upcoming-games","8":"tag-building","9":"tag-burnout","10":"tag-missions","11":"tag-paradise","12":"tag-patch","13":"tag-predecessor","14":"tag-promising","15":"tag-underwhelming","16":"tag-wreckreation"},"_links":{"self":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/10361","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/comments?post=10361"}],"version-history":[{"count":0,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/10361\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media\/10362"}],"wp:attachment":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media?parent=10361"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/categories?post=10361"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/tags?post=10361"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}