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Blur (PS3)

Blur (PS3)

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Description

Mr. Pinkerton (May 2010). "Blur (360)". Teletext GameCentral. Teletext Ltd. Archived from the original on June 7, 2010 . Retrieved April 7, 2023. This section possibly contains original research. Please improve it by verifying the claims made and adding inline citations. Statements consisting only of original research should be removed. ( February 2019) ( Learn how and when to remove this template message) An old arcade style racing game with power-ups and arcade driving physics, but with modern visuals and licensed car models. It features career mode with multiple "boss" races, as well as multiplayer modes. Blur is ten levels above any Mario Kart. In a perfect world it would have sold more than any Mario Kart too. The AI is extremely well-balanced and refined. It doesn't frustrate like Mario Kart. The game rewards good driving and good strategy and is a blast to play with friends or solo. Up to 4-player splitscreen just adds to the fun offline. As you progress the game is plenty challenging too. So, PlayStation 3 or Xbox 360? The stakes are high. What we have is a title that pushes technical barriers in pursuit of an overall gameplay experience that is quite unique: tech deficiencies will impact the overall look and feel of the game. Bearing in mind the legion of technical accomplishments, surely something's got to give?

This is the only major point of differentiation in terms of the look and feel of the game when comparing to the PlayStation 3 version. It's rare that we see 4x MSAA implemented on PS3 at all, and in terms of your AAA driving games, only Gran Turismo 5 Prologue possesses it. In cross-platform fare, 4x MSAA on 360 is often substituted with quincunx AA (QAA) on PS3, but for Blur Bizarre has opted for 2x MSAA with a half-pixel, bilinear-filtered edge blur. In-game, PGR4 ran at native 720p with 2x multisampling anti-aliasing. For Blur, the 360 version actually runs with 4x MSAA - the best the machine's hardware is realistically capable of delivering. Onto the performance tests. As usual we've put together a series of comparison tests showing the same levels running on PS3 and 360. Usually this gives us a good perspective on how titles perform in a like-for-like scenario. Hussain, Tamoor (July 19, 2010). "Bizarre planning Blur sequels". Computer and Video Games. Future plc. Archived from the original on July 23, 2010 . Retrieved July 22, 2010.

Overview

Anti-aliasing implementation is effectively the only noteworthy visual difference between PS3 and 360 versions. There's 4x MSAA on the Microsoft platform, with 2x MSAA plus a subtle blur on PS3. This title requires a private server to access all Netplay features. Enter the below text in the IP/Host Switches section: Blur's art style is fantastic. The Power-Ups really contrast with the environments and the lights glow in their characteristic glow. The particle effects add to the chaos. The sound design is masterful: every power-up sound, car sound and surface noise is sonically perfect. Even the music feels like part of the game rather than 'bolted-on' and annoying, like we see with so many other games. Narcisse, Evan (January 17, 2013). "This Is Probably What Blur 2 Would Have Looked Like. Too Bad You'll Never Play It". Kotaku. G/O Media. Archived from the original on June 6, 2014 . Retrieved April 7, 2023.

Social Network Interface – Blur’s new, innovative social network user interface is designed to evolve dynamically as players compete in different races, make new friends, rivals and fans, and connect with other racers both in game and in real life. Gamers interact with one another through messaging, trading opinions, challenges and images, and learn what’s going on in the Blur world, including locating where and when the next big races are happening, rallying their fans for support, and taking up challenges designed to suit their favorite racing style. a b c Costantino, Jesse (June 11, 2010). "Blur Review". GameRevolution. CraveOnline. Archived from the original on April 27, 2014 . Retrieved April 8, 2023. During the career mode, each challenge features a final boss, which, once defeated will yield access to their specific mods (mods being upgrades that provide enhanced functionality to a standard powerup e.g. Khan's titanium shield), and customized cars. At the final boss challenge, all the bosses meet together for a final race. Rowe, Brian (May 31, 2010). "Blur Review". GameZone. Archived from the original on July 16, 2012 . Retrieved April 8, 2023. Hoggins, Tom (May 25, 2010). "Blur video game review (X360)". The Daily Telegraph. Archived from the original on May 28, 2010 . Retrieved April 8, 2023. (subscription required)

At its very core it is Project Gotham Racing: take to the circuit with semi-sim, semi-arcade car handling and earn "fans" (as opposed to kudos) by racing creatively. But there's much more to Blur than its PGR inspired core. The power-up racing concept is very much a Mario Kart staple, though here it feels more in-tune with Wipeout here. The aesthetic is very neon-lit futuristic like Wipeout, with some of the power-ups even sharing a resemblance with the futuristic racer. It's also a bit Twisted Metal mind, with big multiplayer arenas set aside for huge demolition battles which feel as close to Twisted Metal PS3 as you're going to get until David Jaffe jumps out of the woodwork. a b "Blur (PS3, X360)". GameTrailers. Viacom. May 25, 2010. Archived from the original on October 11, 2012 . Retrieved April 6, 2023.

Gallegos, Anthony (June 1, 2010). "Blur Review (PS3)". IGN. Ziff Davis. Archived from the original on June 4, 2010 . Retrieved April 6, 2023.

Installation 

Blur was released in May 2010. This review is written in April 2017, so it has been almost 7 years since the game was released. Despite the time that has passed, I have yet to see any racing game that comes close to the feeling I get from Blur, and I doubt I ever will.



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