You can also get mid-race challenges from your fans to complete for bonus fans. Progress through the game is influenced by 'Fan Points', a new version of Project Gotham's Kudos system, awarded after each race for good racing and use of powerups. It moves towards a more arcade experience that will reward experimentation. The game moves away from the clinical and precise nature of sim-like racers that force the player to work within strict time limits and perform inch-perfect turns. Unlike many of the games that currently feature power-ups, Blur relies strongly on it's realistic physics model and Bizarre's Ben Ward has stated, "Blur isn't about the power-ups, it's about your ability to drive with power-ups augmenting that". It could be most easily related to the racing game Wipeout than more simulation heavy racers like Forza.
It also features realistic car damage modeling, and is frequently described as a combination of Mario Kart and an arcade racer. Blur managed an 8/10 on Eurogamer, as did DJ Hero.Concept Distinctive, stylized lighting effectsīlur is a racing game that features stylish racing in realistic locations and 50 real-world cars fighting it out using power-ups and speed boosts. While some doubt the commercial success of Blur and DJ Hero, both games were critically acclaimed. All it's really guilty of is coming in third in a three-way race. Hundreds to thousands of people playing online every day, stable servers, positive reviews folks, this game is not a failure, and it's an irresponsible disservice to use that word to describe Blur. I have never logged on and found less than several hundred players in the lobby, eager to race.
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He added: "For what it's worth, I played Blur a fair amount this weekend, both PS3 and 360, and it was smooth sailing for me. June's data will be very interesting to see, and I don't expect to hear much about any victories it might represent, since it's a less sexy story than 'Blur failed in week one'. "So to suggest a game is a failure because it didn't sell hundreds of thousands of units in its first 168 hours is pretty ridiculous. That's not a flop that's the long tail at work. October and November were soft, but after the holiday, DJ Hero had hit about 800,000 units today it's 1.2 million units and counting, all of which come with a turntable controller. A perfect example: DJ Hero was dubbed a flop on its release too, but what it needed was time for its audience to find it, a price break, and positive word from both friends and reviews to circulate. "While big sales out of the gate are always preferred, a slow first week no longer means a death sentence. Since the June data is not yet available (and won't be for a few more weeks), we are looking at one week of sales and no international data."Īmrich likened Blur's sales performance to DJ Hero's, a game he said benefited from a "long tail". "Blur shipped 25th May in the US, 28th May in the UK. I'm not sure what your budget looks like, but I can rarely afford to buy three games in eight days - nor do I have the time to play all of them at once anyway."Īmrich described NPD's sales data for May, which only represents one week in the month, as "very outdated". "Blur came out a week after Split/Second and the same day as ModNation Racers. "The audience was split three ways," Activision's Dan Amrich said in a blog post. The publishing behemoth also revealed that Freestyle's peripheral music title DJ Hero, which many consider to be a commercial failure, has sold an impressive 1.2 million copies to date.īlur sold 31,000 copies in the US in May, although it had only been on sale for five days at the end of the month. Activision has insisted Bizzare Creations' recently released racer Blur was not a commercial flop, despite disappointing US sales.