Bizarre Creations and Activision finally officially announced Blur, their weird but not uninteresting mix between Project Gotham Racing for the true-to-life graphics and Mario Kart for the power-ups. More at E3, and first screens inside.
London, UK – 19 May, 2009 – Activision Publishing (Nasdaq: ATVI) is set to revolutionise the racing genre with the debut of Bizarre Creations’ newest project, Blur™ - the ultimate wheel-to-wheel racing action experience.
The game drops players into heart-pumping, electrified racing action with 20 cars on a track all targeting the finish line and battling each other as they trade paint and collect intense power-ups, including the ability to blast other cars out of the way with huge bursts of energy, boost their speed, and more.
While controlling photo realistic cars, gamers can use offensive and defensive attacks as they battle for the lead and careen through real-world track locations ranging from L.A. and San Francisco to the streets of Hackney, UK and the treacherous roads of Barcelona, Spain.
“We did our homework and saw a huge opportunity to move beyond traditional racers and create a game completely focused on making racing ‘fun’ again,” said Martyn Chudley, creative director, Bizarre Creations. “Blur delivers a new style of racing experience for all gamers, regardless of their experience, skill or genre preferences. Everything the player does, both in their cars and with their cars, is a dramatic adrenaline rush; it’s a real blast!”
“We know that racing can be fun for everyone, and we are excited to enter this genre with a game that keeps players in the pack and combines fun with intense racing battles,” said Maria Stipp, EVP and GM of Owned Properties, Activision Publishing. “Bizarre Creations is one of the most creative studios in the industry with a rich heritage of top-rated racing games and we are excited to partner with them on Blur, which is set to break the mold of traditional racing games.”
Beyond the action-packed racing filled with fast curves, sneaky alternate routes, hair-raising jumps and fully realised damage models that provide for spectacular crashes, Blur’s narrative is presented through Bizarre’s innovative new community-based interface, reaching far beyond the game itself. This unique story-driving social network evolves 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.
Looking beyond Blur’s single player story, gamers can engage in competitive and team-based multiplayer races with up to 20 players online, or on a single console via 4-player split-screen. Bizarre is especially excited to introduce Blur’s original social gaming experience – custom groups, where anyone can create unique multiplayer modes based on their favourite ways to play the game. These new modes are immediately shared through Blur’s social network, expanding the game in ways that are only limited by the gaming community’s creativity.
Blur is planned for release this autumn for the Xbox 360® video game and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system, and the PC, and is yet to be rated by the BBFC and PEGI.
Oh, yeah, I just remembered. Papers, Please does something similar as well. Puts you in an unconfortable position. (3 minutes ago)
Spec Ops: The Line does something similar, and I wish more games put you on that spot. Try to make you think: "WTF do I do?" and etc. (5 minutes ago)
Decisions like that. If the game's story is really good, you actually feel the weight of them and how there's no "win" choice, just worse and even worse choices. Some books and movies try to convey it (7 minutes ago)
@bleachedsmiles: Just hypothetical and nothing to do with the game: Do you blow a school full of children where a terrorist is hiding? Or let him go free to potentially kill thousands more innocents? (8 minutes ago)
@bleachedsmiles: I can't mention the scene in question without spoiling, but one option was almost impossible and the other was "easy" to do, but the "easy" one was something "monstrous". So values. (14 minutes ago)
@Sdarts: I don't know. The shooting felt off. It had mouse acceleration, which I hate. Cover wasn't fluid. But I loved the story. I also couldn't stand the voice of Drake in that setting. (15 minutes ago)
I love when story and gameplay match, and most of it is told in-game than just cutscenes. Remedy's games are also great at that. (29 minutes ago)