Software:Blur (video game)

From HandWiki
Short description: 2010 racing video game
Blur
Box art featuring a Ford GT and BMW 1M
Developer(s)Bizarre Creations[lower-alpha 1][1]
Publisher(s)Activision (Worldwide) Square Enix (Japan)
EngineHorizon
Platform(s)
Release
  • NA: May 25, 2010
  • AU: May 26, 2010
  • EU: May 28, 2010
Genre(s)Racing, vehicular combat
Mode(s)Single-player, multiplayer

Blur (stylized as blur) or Blur Racerz is a 2010 vehicular combat arcade-style racing video game for Microsoft Windows, PlayStation 3 and Xbox 360. It was developed by Bizarre Creations, published by Activision in North America and Europe, and published in Japan by Square Enix. The game features a racing style that incorporates real world cars and locales with arcade style handling and vehicular combat. Blur was the penultimate game developed by Bizarre Creations before they were shut down by Activision on February 18, 2011.

Gameplay

The gameplay in Blur is centered on vehicular combat. The game tracks present eight different powerups that the cars can pick up. Each car can carry a maximum of three powerups at any given time, that they can then switch and activate at will, or discard. Out of the eight powerups, five of them are weapons, with the remaining ones being a defensive shield, a repair wrench that restores any damage that the car may have sustained, and a nitrous boost. Several of the weapons' behavior can be modified to select whether the player wants them to fire forwards or backwards, and most of them can also be used defensively against attacks from other cars.

In Blur's career mode, the player will be consulted by professional racing driver Danica Patrick to encounter numerous characters and many licensed cars such as the Dodge Viper and the Lotus Exige, as well as tuned cars such as the Ford Supervan fitted with an F1 engine. Each car presents its own unique traits such as Acceleration, Speed, Drift, Grip and Stability. Some special car models have been designed by Bizarre Creations themselves. Albeit simplified, the tracks are also based on real-world environments, such as the Los Angeles river canals and several parts of London. Depending on the character(s) the player races against or tags along with in team races, they will have their own racing styles, power-up setups, match types, locales and cars. As the player reaches the podium in races, performs stunts and uses power-ups in certain ways, they will gain 'fan points'. These points help the player progress through the career, purchase more cars and parts and earn more fans for the user base. Also, during the career, players will encounter fan icons along the tracks. Driving through these will trigger short challenges (e.g. shooting another car with a certain weapon, or performing a long drift), which will reward the player with a fan points boost.

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.

A trailer and tips video for the game on Xbox Live mentioned a feature that never made it to the final game. The feature, called "double tap", was meant to allow a player to combine several powerups of the same type for a more powerful effect, by double tapping the special power use button. The video was removed near the release of the game and little, if any, mention of the feature, seems to have been made again. The "double tap" feature was not present in the free multiplayer demo of the game offered on Xbox Live.[2]

Multiplayer

The game can be played with up to four players in split screen, and can be taken online for a maximum of 20 players over the internet, or over LAN in the PC, Xbox 360, and PlayStation 3 versions. In a custom game, options can be set before each match that determine the layout of power-ups, car classes, number of laps, and the car to race. A match type called "World Tour" is essentially a quick play option for players who want to jump into a match. Here, every player is given a random car and thrown into a random series of courses with a standard ruleset. Multiplayer also offers "Team Racing" mode. Two teams (Alpha & Omega) can put themselves head to head either publicly or private. During races, each player accumulates points for their finishing position. While in team racing, powerups will not affect the player's own team members with the exception of Shock. Players can send a racing challenge to an online friend. If the second player beats the time, they can send the updated challenge back. These challenges go back and forth until one person concedes. Players can also use the Share button, and post their achievements to Twitter and Facebook.

Reception

Reception
Review scores
PublicationScore
PCPS3Xbox 360
EurogamerN/AN/A8/10[6]
FamitsuN/A29/40[7](X360) 31/40[8]
29/40[8]
Game Informer8.5/10[9]8.5/10[9]8.5/10[9]
GameProN/AN/AStarStarStarStarHalf star[10]
GameRevolutionB−[11]B−[11]B−[11]
GameSpot8/10[12]8/10[13]8/10[13]
GameTrailersN/A8.7/10[14]8.7/10[14]
Giant BombN/AStarStarStarStar[15]StarStarStarStar[15]
IGN7/10[16]7/10[17](UK) 9/10[18]
(US) 7/10[19]
JoystiqN/AN/AStarStarStarStar[20]
OXM (US)N/AN/A9/10[21]
PC Gamer (UK)78%[22]N/AN/A
PSMN/AStarStarStarStarHalf star[23]N/A
411ManiaN/AN/A8.4/10[25]
Teletext GameCentralN/AN/A7/10[26]
Aggregate score
Metacritic81/100[3]81/100[4]82/100[5]

The game received "favorable" reviews on all platforms according to the review aggregation website Metacritic.[3][4][5] In Japan, Famitsu gave it a score of 29 out of 40, while Famitsu X360 gave the Xbox 360 version a score of three eights and one seven for a total of 31 out of 40.[7][8]

Edge gave the Xbox 360 version a score of eight out of ten, saying that it "Provides too little in the way of engaging structure behind its exemplary racing to make it more than a series of thrilling rides."[27] However, GameZone gave the game 7.5 out of 10, saying, "On single-player, Blur is an average racing game with a powered-up twist. Repeating races and receiving beautiful cars that remain untouched due to the lack of customization gets old fast. The outdated rave-vibe, including the music and menus, don't do the presentation any favors either. As a multiplayer title, Blur is absolutely exhilarating."[28]

Sales

In the US, Blur sold 31,000 units in its first five days of release according to the NPD.[29] The game ultimately sold 500,000 units.[30]

Despite disappointing sales, Nick Davies of Bizarre Creations had announced in July 2010 that the studio intended to create more games in the series, and wanted to make it the biggest racing franchise. He attributed the sales performance of Blur, to the fact that the game was released at "a very busy time for racing games", and that it "came out at the same time as ModNation Racers and Split/Second." However, he believed "that the strong multiplayer component would give the game staying power", and "it's going to be a slow-burner".[31]

On February 18, 2011, Activision announced that it was closing Bizarre Creations, stating:

Over the past three years since our purchase of Bizarre Creations, the fundamentals of the racing genre have changed significantly. Although we made a substantial investment in creating a new IP, Blur, it did not find a commercial audience. Bizarre is a very talented team of developers, however, because of the broader economic factors impacting the market, we are exploring our options regarding the future of the studio, including a potential sale of the business.[32]

Sequels

A sequel was planned for Blur, and work had started on it using an all-new engine, but it was cancelled when Bizarre Creations was shut down by Activision. Work-in-progress videos of the intended sequel were released post-mortem, one of which show a race in Blur's Brighton track, adding a rainstorm, another that shows an Audi R8 racing in a track set in Dubai, showcasing the ability to temporarily run sideways on the side of a curved building, and another of an Ultima GTR racing down a snow-capped mountain during an avalanche.[33]

On October 25, 2013 a free-to-play spin-off mobile game called Blur Overdrive was released on Android, developed by Nottingham based App Crowd, and distributed by Marmalade, who licensed the Blur brand from Activision. An iOS version was released on November 1, 2013.[34][35] Blur: Overdrive uses a top-down perspective and features eight different power-ups and six cars, which can be upgraded individually in ten steps. Touchscreen controls allow to choose from a floating steering wheel, a slide bar or a virtual pad. Player mods and Power Up mods are not connected to the car upgrading system and change how power-ups influence the combat.[36]

References

  1. https://www.igdb.com/games/blur/credits
  2. Ekberg, Brian (September 3, 2009). "Blur Updated Hands-On". Fandom. https://www.gamespot.com/articles/blur-updated-hands-on/1100-6216773/. 
  3. 3.0 3.1 "Blur for PC Reviews". Fandom. https://www.metacritic.com/game/blur/critic-reviews/?platform=pc. 
  4. 4.0 4.1 "Blur for PlayStation 3 Reviews". Fandom. https://www.metacritic.com/game/blur/critic-reviews/?platform=playstation-3. 
  5. 5.0 5.1 "Blur for Xbox 360 Reviews". Fandom. https://www.metacritic.com/game/blur/critic-reviews/?platform=xbox-360. 
  6. Bramwell, Tom (May 25, 2010). "Blur (Xbox 360)". Gamer Network. https://www.eurogamer.net/blur-review. 
  7. 7.0 7.1 "ブラーレーサーズ [PS3"] (in ja). Famitsu (Enterbrain). https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=13706&redirect=no. Retrieved April 6, 2023. 
  8. 8.0 8.1 8.2 "ブラーレーサーズ [Xbox 360"] (in ja). Famitsu (Enterbrain). https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=13707&redirect=no. Retrieved April 6, 2023. 
  9. 9.0 9.1 9.2 Kato, Matthew (July 2010). "Blur Review". Game Informer (GameStop) (207): 92. https://www.gameinformer.com/games/blur/b/ps3/archive/2010/05/25/another-victory-lap-for-developer-bizarre-creations.aspx. Retrieved April 6, 2023. 
  10. Rigney, Ryan (May 25, 2010). "Blur (X360)". GamePro (GamePro Media). http://www.gamepro.com/article/reviews/215276/blur/. Retrieved April 8, 2023. 
  11. 11.0 11.1 11.2 Costantino, Jesse (June 11, 2010). "Blur Review". CraveOnline. https://www.gamerevolution.com/review/46626-blur-review-2. 
  12. McShea, Tom (May 27, 2010). "Blur Review (PC)". Fandom. https://www.gamespot.com/reviews/blur-review/1900-6264094/. 
  13. 13.0 13.1 McShea, Tom (May 25, 2010). "Blur Review (PS3, X360)". Fandom. https://www.gamespot.com/reviews/blur-review/1900-6263660/. 
  14. 14.0 14.1 "Blur (PS3, X360)". Viacom. May 25, 2010. http://www.gametrailers.com/reviews/b6mkrq/blur-review. 
  15. 15.0 15.1 Davis, Ryan (May 25, 2010). "Blur Review (PS3, X360)". Fandom. https://www.giantbomb.com/reviews/blur-review/1900-287/. 
  16. Gallegos, Anthony (June 2, 2010). "Blur Review (PC)". Ziff Davis. https://www.ign.com/articles/2010/06/02/blur-review. 
  17. Gallegos, Anthony (June 1, 2010). "Blur Review (PS3)". Ziff Davis. https://www.ign.com/articles/2010/06/01/blur-review-2. 
  18. Robinson, Martin (June 3, 2010). "Blur UK Review (Xbox 360)". Ziff Davis. https://www.ign.com/articles/2010/06/03/blur-uk-review. 
  19. Gallegos, Anthony (May 25, 2010). "Blur Review (Xbox 360)". Ziff Davis. https://www.ign.com/articles/2010/05/25/blur-review-3. 
  20. Gilbert, Ben (June 4, 2010). "Review: Blur (X360)". Yahoo. https://www.engadget.com/2010-06-04-blur-game-review.html. 
  21. "Blur". Official Xbox Magazine (Future US): 82. August 2010. 
  22. Mahood, Andy (August 2010). "Blur review". PC Gamer UK (Future plc): 94. https://www.pcgamer.com/blur-review/. Retrieved April 7, 2023. 
  23. "Review: Blur". PlayStation: The Official Magazine (Future plc) (35): 81. August 2010. 
  24. Hoggins, Tom (May 25, 2010). "Blur video game review (X360)". The Daily Telegraph. https://www.telegraph.co.uk/technology/video-games/7764819/Blur-video-game-review.html. (Subscription content?)
  25. Larck, Adam (June 14, 2010). "Blur (Xbox 360) Review". http://www.411mania.com/games/reviews/142069/Blur-%28Xbox-360%29-Review.htm. 
  26. Mr. Pinkerton (May 2010). "Blur (360)". Teletext Ltd.. http://www.teletext.co.uk/gamecentral/features-reviews/c9164750f08211aa3325c1de653419fa/Blur%2B%28360%29.aspx. 
  27. Edge staff (July 2010). "Blur (X360)". Edge (Future plc) (216): 96. 
  28. Rowe, Brian (May 31, 2010). "Blur Review". https://www.gamezone.com/reviews/blur_review1/. 
  29. Yin-Poole, Wesley (July 8, 2010). "Activision: Blur was not a failure". Gamer Network. https://www.eurogamer.net/activision-blur-was-not-a-failure. 
  30. Clark, Nick (January 21, 2011). "Activision closure adds fear for British games industry". p. 40. https://www.newspapers.com/clip/87964042/the-independent/. 
  31. Hussain, Tamoor (July 19, 2010). "Bizarre planning Blur sequels". Computer and Video Games (Future plc). http://www.computerandvideogames.com/article.php?id=256223. Retrieved July 22, 2010. 
  32. de Matos, Xav (November 16, 2010). "Activision Reportedly Closes Bizarre and Budcat Studios [Update 2"]. https://www.shacknews.com/article/66490/activision-reportedly-closes-bizarre-and. 
  33. Narcisse, Evan (January 17, 2013). "This Is Probably What Blur 2 Would Have Looked Like. Too Bad You'll Never Play It.". G/O Media. https://kotaku.com/this-is-probably-what-blur-2-would-have-looked-like-to-5973766. 
  34. Yin-Poole, Wesley (October 25, 2013). "There's a new Blur game! And it's out today! But...". Gamer Network. https://www.eurogamer.net/theres-a-new-blur-game-and-its-out-today-but. 
  35. Rose, Mike (October 25, 2013). "Activision's Blur comes to mobile through Marmalade partnership". Informa. https://www.gamedeveloper.com/business/activision-s-i-blur-i-comes-to-mobile-through-marmalade-partnership. 
  36. Rogalski, Jakob (November 1, 2013). "Blur: Overdrive bringt Top Down-Arcade Rennspiel mit Waffen auf iPad und iPhone" (in de). http://www.itouchandplay.de/spiel/blur-overdrive-bringt-top-down-arcade-rennspiel-mit-waffen-auf-ipad-und-iphone. 
  • via Internet Archive
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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