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Submitted by Gwynne Dixon on May 4 2010 - 17:08

TVG gets behind the wheel of Blur's single-player experience as Bizarre Creations comes over all web 2.0 on the arcade racing genre...

Blur's multiplayer beta, which had done the rounds as a closed beta over Xbox Live until it became public at the beginning of April, has proved one thing above all else: Blur will be awesome. Of course, awesome is as awesome does, and Bizarre has had to demonstrate this all over again following its acquisition by supposed evil empire Activision. The fanboys certainly gave Bizarre a bit of a drilling when Blur originally came to light last year: 'Bizarre Creations does Mario Kart style power-ups, bleugh!' the internet appeared to remark (this journalist included). But the Liverpool based studio has proved all the haters wrong by building a power-up system so well balanced and deep in its scope, and yet addictively simple in its precision, that you just can't help but love the resulting gameplay.

Make no mistake: the power-ups in Blur are by far and away the stars of the show and not, as is usually the case with driving games, the cars or tracks. Vehicle handling is certainly of the brick-like variety, with drifting that is hardly elemental to your success but still, regardless of its heavy feel, requires a deft touch to pull advantages from its use. Tracks don't over complicate the matter either: circuits tend to offer multiple routes through a section at one time or another - where a tangential route may be quicker but the main route dishes out more power-ups - and the tracks are certainly not without their visual flair, but there's nothing groundbreaking for the genre here. Ocean-going cruise ships being pulled into the path of opponents at the touch of a button, there are not.

Given the virtuosic mastery of vehicles and track design that Bizarre has demonstrated with PGR in the past, you'd be forgiven for thinking that the studio was downplaying these elements in Blur, as if the developers want to turn down the volume of everything else so that the power-ups take centre-stage. In fact, we have the sneaking suspicion that this might be Bizarre's intention exactly. There are still oodles of cars in the game; all of them officially licensed with their own strengths and weaknesses as well as that certain je ne sais quoi that sets each vehicle apart. The tracks are designed with Blur's particular brand of rugged action and carnage in mind as well: wide sprawling corners and straights as wide as runways then taper down into tight, congested sections to mix-up the racing tempo. But as good as all of this is, it just doesn't grab you by both fists and shake you with exuberant glee like the power-ups do (for a more detailed explanation as to why, click through here).

Nonetheless, judging by our recent hands-on with the game's single-player component, Bizarre has been improving on Blur's racing formula with the lessons learnt from the beta. Lazily flooring it into hairpins and slingshotting around the barriers will no longer give players any advantage thanks to a couple of tweaks. Firstly, rough areas of circuit away from the main track slow down your car to a greater degree, while side-on collisions with the barriers also appear to take a little more speed off as well, thereby rewarding skilled use of the drift mechanic over peddle-to-the-metal mania. More substantial change comes in the setup of Blur's single-player campaign, which has pretty much done a U-turn on the ambitious plans laid out by Bizarre at the game's First Look stage this time last year.

Despite plans for a deep story in the campaign, Bizarre has now ripped out all semblance of a plot beyond the nine main boss characters that you'll race against. Each boss represents a stage in the campaign, which is then built up from seven separate events within each stage. Each event takes one of four forms - Race, Destruction, Checkpoint, or a 1-on-1 race against a boss - and players have to meet certain criteria to access more events. Examples of these criteria include building up a certain amount of Fans, which are recruited by how well you drive (i.e. how many power-ups you can land/evade, as well as the occasional secondary challenge such as driving through assigned gates), and the amount of Lights you've unlocked (awarded for your position in races and, again, secondary challenges).

There are certainly parallels here between the campaigns in Bizarre's PGR games and Blur's. Both form a sturdy building block where players can get used to the gameplay before moving onto the multiplayer, but they're also far more than a mere tutorial as well. The diversity of modes is a perfect example of this. The Destruction event takes on a different form in the single-player from its respective multiplayer version - instead of opting for the destruction derby-style format, single-player Destruction events are more like the Road Rage mode in Criterion's Burnout series. Groups of vehicles are served up for you to destroy as quickly as possible with a plentiful supply of rockets while negotiating the twists and turns of one of Blur's many circuits; the more you destroy before the event times out, the higher your score.

Checkpoint events add depth as well. As the name suggests, these events set you against the clock around a specific circuit. Extra-time and nitro power-ups are then dispensed around the track to improve your chances of beating the sadistically tight time limits. It's also events such as Checkpoint that will add appeal to the Friend Challenges and Twitter/Facebook apps that Bizarre has incorporated into the game. By updating your most recent high scores via the social network apps, you can encourage your friends to have a go at beating them. Friend Challenges, on the other hand, provide more customisation in this area, where it's possible to have added control over the design of a specific event and exactly what challenges you want friends to beat. And then there are Bizarre's 'Stickers' as well, which are essentially PS3 Trophies/Xbox 360 Achievements that have been unified for both platforms, thereby spanning the console divide across Twitter/Facebook (don't worry though, Achievement/Trophy hunters - Blur will include the usual platform specific rewards as well).

We've left the best for last, which is Blur's AI - truly the most incredulously superb element of our hands on. The debug build we played on had opened up all of the bosses for us to race against and so, of course, we chose to race against the final boss, Shannon. It wasn't just how she evaded our attacks or nailed us when we were at our most vulnerable, but the ways in which she did this. We'd be driving straight for a barge power-up with Shannon alongside - as if she were aiming for the adjacent nitrous - only for her to sheer in front of us at the last second, stealing the barge and sending us flying with it in one fell swoop. Likewise, whenever we took a separate route from her to try and catch-up a few seconds, we'd pull back onto the main track only to get rockets fired backwards at us the moment she popped back into view. Yes, the AI was fiendishly sharp, but realistically sharp as well - it wasn't without its occasional, purposefully programmed mistakes, making the whole experience decidedly more believable and immersive as a result.

Blur is, without a doubt, the most appealing gaming prospect for the summer as far as we're concerned. As an arcade driving game alone, it could be one of the most appealing prospects of the last few years. Not since Burnout 3: Takedown have we been so drawn to a high-octane, explosive racing experience like Blur. It just goes to show, well-trodden gameplay can still be superb if you execute it at the highest level - Bizarre Creations, we should never have doubted you.

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User avatar
By: Anonymous

Added:Sat 15th Oct 2011 20:25, Post No: 40

WE WONT BLUR 2 GIVE US BLUR 2 PLEASEEEEEEEEEEEEEEEEE


User avatar
By: Anonymous

Added:Thu 12th Aug 2010 17:22, Post No: 39

i looked it up and found that EA closed the servers for takedown in april 2010 "look it up on wikipedia" i know some time's wiki isnt very accurate however as the game was re released on XBL the servers were opened again however i cant see how anyone can draw a conclusion to state that TDU is a simulation and thats it weird to compare it to burnout where as i know that TDU is an arcade racer (if it was a sim the car handling and physics were way off especially if a saleen S7 has a top speed of 300mph lol even when its not tuned it still has unrealistic handling especially accelleration) and burnout has some of the best crash damage of any racing game, both TDU and Burnout are arcade racers and both are open world where as games like mario kart, wipeout and blur are linear "non open world" thay may have multiple routes on the tracks but thats it you cant drive where you want (many times PGR came out and i was hoping for an open world but instead got another linear racer, with this much proccessing power and advanced HD content its about time more open world racing games came out. the only really good linear racing sim id say has to be GT5 as for arcade racers till anything like burnout paradise comes out like TDU2 ill stear well clear.


By: freeradical

Added:Thu 12th Aug 2010 10:04, Post No: 38

Okay, firstly about the servers: EA closed its Burnout: Takedown servers all the way back in 2007. There was an Xbox Originals version of the game and I'm not sure if this had online multiplayer/new servers, but certainly the original EA servers for Takedown ceased to operate roughly three years ago.

Secondly, whether Blur is better or worse than Burnout Paradise is a matter of opinion. I think Blur is better and I have outlined the reasons why. In a debate like this, you then have to outline your reasons for believing the opposite, not simply say "no matter how much you try to insist Blur is better it just isn't". That doesn't mean anything!

Also, Test Drive Unlimited is a driving sim. Very different gameplay to arcade racers. Seems a little weird to use it for comparison in this case.


By: SegaBoy

Added:Thu 12th Aug 2010 09:54, Post No: 37

Wipeout is a very apt comparison - it's a power-up based racer and not a car/combat game ala Twisted Metal.

 

Blur is Wipeout/Mario Kart - simple as that.


User avatar
By: Anonymous

Added:Thu 12th Aug 2010 01:22, Post No: 36

as post 32 points out the servers have only been closed since april this year, so i dont see how that's "years ago" you mean months ago im also right about BP being better than blur no matter how much you try to insist blur is better it just isnt, there is only 1 game id say is as good as burnout paradise and that's TDU however theres just over a month till TDU2 comes out, the game's you should be comparing blur to is twisted metal or split second (wipeout is just too futuristic to be a good comparison).


By: SegaBoy

Added:Wed 11th Aug 2010 14:32, Post No: 35

Do you mean the airbrake?  In which case it's hold back when you've got a nitro...


User avatar
By: Anonymous

Added:Wed 11th Aug 2010 12:54, Post No: 34

how do you reverse nitro rift on the ps3


By: freeradical

Added:Mon 09th Aug 2010 09:48, Post No: 33

Sorry, you're right about Takedown having online multiplayer. Still, it was at a time when a much smaller percentage of console gamers played online (particularly on PS2), so comparing server numbers for Takedown and Paradise still isn't relevant (as post 32 points out, the Takedown servers have been closed for years).


User avatar
By: Anonymous

Added:Fri 06th Aug 2010 21:10, Post No: 32

ok so you cant play takedown online anymore as EA shut the servers down in april this year  (unless you knew that already, maybe thats why your saying blur is better, sorry but again paradise is better, pgr is better, MSR is better) and if sega's classic Dreamcast/Saturn games comming out on psn/xbl might just see MSR as sega owns the rights to the name "MSR" and that bizzarre creations are no longer owned by microsoft could see the game that started the PGR seriese all those years ago make a return apperience on a sony console. 


User avatar
By: Anonymous

Added:Fri 06th Aug 2010 20:50, Post No: 31

lol what ever, just cause you cant find any sales figures for takedown you think the whole world has to agree with you, paradise is the future of burnout, free roam is what people want "hell why do you think blur is in bargin bins everywhere" HMV has it for just £20 just like split second nice idea but falls far short of games that its trying so hard to imitate. (split second, looks and feels like full auto and blur is basicly wipeout on wheels just not as fun as wipeout) but yeah your right blur is better than takedown and takedown was an online game so i guess you never played online then (playing at home isnt the same experience as online lol maybe you diddnt look at the back of the box and see the network/online play and even worse if you have an xbox/360 as the old xbox servers have been shut down unlike psn, you pay for a service only to have part of it shut down to create extra bandwidth when sony do it for free and still support ps2,ps3 and psp network/online play).

 

if you really want to play a last gen title online you can on ps2 but forget it on 360 as it just aint happening and that the thing takedown is last gen what about revenge a vast improvement on takedown ??? but paradise opened new doors for new gameplay elements you can say traffic makes the game but seriously too much traffic would have killed the game especially in gameplay, htey just removed 1 feature and replaced it with loads more. maybe blur 2 might change things but as far as im concerned blur is no match for burnout paradise.


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