Blur Review
He thought of cars.
Version tested: Xbox 360
Project Gotham Racing may have long since disappeared into Bizarre Creations' rear-view mirror, but from Blur's first brooding, synth-infused stabs of keyboard - played out as an ice-cool, predatory Audi R8 sits motionless among pulsing light beams - it's clear that while it's gone, it's far from forgotten. Good.
It's a feeling that grows as you learn how Blur works. Event victories earn "lights", with bonus lights handed out for special accomplishments. You earn "fans" for doing cool stuff on the track. Lights unlock new events; fans unlock new cars. You are Bizarre Creations and I claim my five pounds!
Handling is rich and dramatic. Acceleration and drifting are sympathetic enough to correct the rear if you're showing your inexperience, but the relationship between gas, brake, traction and apex remains complex. And it's fast.
Blur is not as supple in some areas as Forza Motorsport 3, mind you - a game where the only way to feel closer to the track surface is to get out of the car and rub your face on the ground - but terrain variation impacts performance and vehicle choice, and there's added novelty as you consider what might work best dancing through waves beneath the legs of the Golden Gate bridge.
Sometimes the world tour is like visiting old friends. Brighton Promenade echoes Project Gotham Racing's love of long, high-speed straights punctuated by awkward shimmies, and San Francisco's Russian Hill is a magnetic assortment of intersections stacked like shelves and tight, right-angle turns - a joy to bounce around in a Ford GT, assuming you can handle it.
Blur's Checkpoint mode. (By the way, I'm not sure who Danica Patrick is, but they can have her back.)
Elsewhere, nobody's saying "racification" any more (perhaps because it sounds like something that happens to fruit left in salt water), but the lines on the ground and scenery still guide your eyes to every apex, except this time it's just as likely to be in a cave or skirting a storm drain.
Some tracks are good for old reasons but enhanced by new ideas. The LA Docks level, for instance, punishes you if you line up your jumps incorrectly, a classic Gotham beat, but also needs you to judge speed and traction carefully or you end up in the water.
And sometimes, tracks are just good. Navigating some of the corner sequences in Barcelona Gracia at speed is heavenly.
At least, it's heavenly until you spot the red warning light at the foot of the screen and hear the matching sound effect, and then the fireball growing wide in your mirror arrives and sends you into an unwanted forward somersault.
Blur has power-ups, then, and there are eight - nitro, mine, shunt, bolt, shield, repair, shock and barge. Of the ones you might struggle to identify, barge emits a pulse that repels other racers, shunt is a red homing attack, and shock deploys a series of electrical vortexes near the race leaders, which sap speed if driven through but can also be avoided.
Each power-up does exactly what it should do. They can all be fired forwards and backwards (using nitro as an airbrake is particularly cunning), and there is no lottery to what you get: each has a specific, colour-coded icon that is distinct and eye-catching, so you choose what you want by driving towards that.
They are balanced, too. Shunt, for example, can be blocked with five out of the eight power-ups if you have one to hand and see it coming, and the forward flip it sends you into leaves the motor running and your car facing the right way.
The AI rubber-banding means that the 20-car races are chaotic from beginning to end, especially online, where going defensive and concentrating on your driving is a good early shout. As you progress through the game you can apply modifications, increasing your resilience, allowing you to steal intercepted power-ups, or giving you an extra nitro for every 500 fans you gain during a race, for example.
Of course, power-ups are traditionally divisive, which is hardly surprising given that by definition they should introduce imbalance, and in Blur's case you will often resent being shot out on the last corner when you hadn't put a wheel wrong.
If it could speak for itself rather than just looking sultry and cool on menus, the game might protest that you had put a wheel wrong - by not accumulating suitable defences to withstand whatever left you dead.
But while the game may be right, it's a semantic argument. The reality is that you still get fed up losing, and you don't feel the connection to the events five miles ago that may have contributed to your loss; you just know you got shot and couldn't defend.
Shooting up Brighton Promenade in Destruction mode.
Those moments of intense upheaval - especially getting pounded by shunts in the early running - are inescapably brutal and frustrating, and being conscious that minuscule diversions to stockpile shields or barges might have prevented them means nothing in context. Mario Kart gets away with this, but Blur isn't sure how.
There are other events as well though, which use elements of the toolbox rather than scattering the whole thing across the track, and the narrowed focus in these is responsible for Blur's best moments.
In Destruction, the only way to add seconds to the clock is to collect bolt power-ups - each containing three dart-like, minimal-damage missiles - and take out AI traffic, which deposits mines, shunts and other nasty surprises in its wake once destroyed.
One-on-ones, meanwhile, are characterful showdowns unlocked at the end of each of the campaign's nine chapters: you, one other car, and whatever you find on the track. You're able to concentrate more on both driving and battle tactics.
Checkpoint races, the other variation, are my favourite: ostensibly all you need to do is reach the next checkpoint as quickly as possible to add more time to the clock, but in practice you need to chain nitro power-ups together and snake through sequences of stopwatch icons, alternately mastering precision at high and low speeds in the same way you did in cone challenges once upon a time (or 500 times upon a time).
Every type of event is enhanced by fan challenges, activated by cheery orange stick-men icons. You may need to navigate a sequence of gates, reach a certain speed under nitro, or barge during a drift, and while some may hold you back and others speed you up, you learn to love them all, and you want to complete them all because they reward you with extra fans and lights.
Gotham games were also famous for their leaderboards. Being 750th in the country was never compelling, and watching the best guy in the world be better than you was only worth one or two novelty ghost-car downloads, but they were definitely onto something - and then Geometry Wars 2 was a different genre, but a step in the same direction. Blur represents another advance. If you feel good about what you've just done, you can challenge certain friends to do better, and track how many attempts it takes them to do so.
You can also choose a rival from among your friends, whose scores you see every time you finish an event, and this works too: just as on-screen friend scores were a natural evolution for Geometry Wars 2 in 2008, specific comparisons make more sense in 2010 when everyone's friends list is full to the brim. Players who might have shut out the world and caned it through the campaign on launch weekend will now find themselves frequently and happily distracted.
Multiplayer shares some of these elements but is generally distinct from solo events and challenges, with a separate, longer-term ranking system that reflects the different ways people play in both contexts.
Blur: Racing through LA's storm drains.
Lag hasn't been an issue on the weekend before launch, host migration is fast and the beta test rebalancing has saved us much nonsense. Left 4 Dead-style post-race awards are cute, too. (Although "punching bag" for the guy who takes the most hits is a little insult-to-injury.)
Between single-player and multiplayer modes, longevity won't be an issue - completing the campaign on Hard takes twice as long as many full-price action games, with less repetition - and Blur has a number of ways to keep you interested.
Each chapter of the campaign issues specific demands for unlocking the one-on-ones - like executing four clean, triple nitros or barging someone off a container ship into the sea. You can progress without completing these - you always have loads of events open - but the added incentives beckon you back to races for which you only have four of seven lights, while the constant accumulation of fans, and breakdown of achievement progress, means you're always on the verge of an unlockable you want.
A new car, for instance. There are some grippy vehicles in Blur, like the Scirocco 24 and Lotus Exige, along with funky custom jobs like the Rat Rod - a crusty brown roadster with a shiny exposed engine - although the selection feels stronger among the drifters, from the Nissan 350Z and Ford GTs to the Camaros and Supras.
Key considerations are familiar - acceleration, speed, grip, difficulty, health - but mods and stature are sometimes useful, as you soon learn when you're bogged down by a flood on the LA storm-drain level while a 4x4 Bowler Nemesis with its three-foot clearance glides past like a pimped-out shark fin rocking bling.
Speaking of which, Blur is a bit visually impaired next to last week's Split/Second. At times the environments look unfinished, as though lighting effects have still to be added, and the game's appearance isn't always helped by its dusk-to-dawn obsession with neon, which means tracks take a bit longer to stand out from one another. But it is still attractive.
And you can't really fault any of the implementation across the game: handling, progress and rewards are as mature as you would anticipate from a developer that now has six similar arcade racers under its belt.

There's a four-player split-screen mode. Has anyone seen my Christmas card list? I need to make an addition.
After a few hours, the comparison between Blur and Split/Second loses its meaning, too - the former is a pure racing game with power-ups in it, the latter is more of an action-adventure on wheels - and Bizarre's decision to sacrifice fidelity for intensity is hard to question.
Sired by Gotham, Blur is not quite the same as its indirect predecessor, and not quite unique, but it is at its best when it pays most attention to Bizarre's history, isolating particular ideas and turning them into addictive chunks of racing.
As a hint of what may be to come - as the developer continues to absorb ideas from the studio's other games, like The Club and Geometry Wars, and trailblazers like Call of Duty - it's tantalising, and as a game competing for your money today it's almost brilliant. But it never quite reconciles the fantastic driving with the antagonism of its power-ups in the way Mario Kart does, and it could have made more of its best ideas, which often lie beyond the bounds of its chaotic races.
8 / 10
Blur is due out for PC, PS3 and Xbox 360 on 28th May.
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Comments (92) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Picking this up too then.
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Another must buy
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(...to complain about 30 fps)
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Cracking subheader. Even a reference to Space Invaders in the tune. Shame it wan't Geometry Wars, eh?
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Clever girl...
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How so? Split Second got an 8 too.
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I'm definitely getting this game.
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As long as there are people online to drive them with, as it would be pointless if there was no-one...
No-one...
EDIT: Um, whoever negged me, that wasn't a diss about the online multiplayer btw, just a poor joke
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edit - 20 player racing mayhem ftw
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Better get negging this one too lads...
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Edit: Also tried the Split Second demo. Boring concept. And what's with the flippin' HUD just beneath the car!!?? It's not like you focus on your car while racing - you focus on the road ahead. Therefore a traditional racing HUD is much more convenient.
Back to Forza then.
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Perfectly acceptable comments in this thread and the UFC Undisputed 2010 thread have been negged. It's stupid. When a post is sufficiently negged it's hidden from unregistered users; it's sad to think that some informative, helpful posts, or interesting opinionated posts, will be hidden from public view simply because some idiot has decided to neg for no good reason.
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"If you love a more hardcore racing experience, and the idea of truly chaotic combat sounds appealing, than Blur might be for you. If you're looking for a fun, pick-up-and-play combat racer, then I think you need to go back to Mario Kart or, better yet, pick up the excellent Split/Second"
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Totally agree with you there, I remember the old SNES version of Mario Kart could be just as frustrating at times. I think there's always an element of frustration though involved in these kind of racers. The "shunt" item was highly frustrating in the Beta at certain times, usually when I was languishing at the back of the pack, firing off a shunt to another car, yet it disappearing with no sign of a shield or barge to remove it. I hope that's fixed in the full version - but it didn't stop my enjoyment of the game no end, it didn't matter how good you were in terms of driving, one small barge and you soon went from 1st to 10th in no time. Unforgiving, unrelenting, unbelievable. Loved it.
@ Bealsy
Good point, I was expecting more to be told of the MP in the review. It's a tad like COD-on-Wheels, if only a bit.
I wonder if there'll ever be a new Twisted Metal coming out...?
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I'm saddened by the hurt people do to each other, but there is no hurt here.
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By sad I meant "pathetic" or "disheartening". Doesn't actually sadden me
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how many cars?
how many tracks?
sounds like a great game if you're into the competitive online aspect, which this game clearly favours.
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Maybe I should get Burnout Revenge for 360, only played it on the original box.
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Edit: Also tried the Split Second demo. Boring concept. And what's with the flippin' HUD just beneath the car!!?? It's not like you focus on your car while racing - you focus on the road ahead. Therefore a traditional racing HUD is much more convenient.
Back to Forza th
Err I don't think so - the car is on screen ALL THE TIME so I would think it's the ideal place to put it. To look at the HUD normally (say in Forza) you have to stop looking at the road and glance to the left and/or right which is much worse and far more time consuming.
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Having read IGNs review regarding Blur, it's a little sparse and for IGN I'm surprised there's not more there, although in fairness it IS the US version and not the UK one. Mentions very little about the MP (wondering if there's a trend here) and more about the "brutal AI", something that is not featured in Eurogamer's review half as much. I wonder if IGN's review suffers from more of a hint of a sob-story about a "hardened-gamer" who has to put the skill level down to Easy just to finish the game, which is why he's decided to mark it down. Not a bad review, but not as in-depth and suffers a hint of sore-loserdom (for want of a better word).
I'm getting the impression Blade that you're firmly in the Split/Second camp, which is not a problem for me, as I intend to get that too!
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Does the rear view mirror help much in dodging shots from behind? (the shots look quite fast).
Multiplayer 20 cars does sound fun, though I'm still not convinced.
@siro - I've also been thinking I should pick up Burnout:Rev, and possibly Flatout2 (Ult. carnage edition).
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Also, shame to read that about the graphics, PGR4 had (and still has) outstanding graphics, it's one of the prettiest racers of this generation.
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Although i just ordered Split/Second yesterday. Im hoping that may knock it off that perch for this gen when i play it. But if you see Revenge cheap, get it. Still looks fantastic too. Definitely cleaned up from Xbox/PS2 version. Still bitter abouit Paradise. One of the biggest disappointments in gaming for me that.
As for this, I played the Beta & thought it was horrid TBH. However theres been a few very positive review popping up so decided im going to give the full game a chance & rent it. Hope it impresses.
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Worth going through again. Especially if its been a while since you last played it.
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/hovers over order button
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I must be retarded because I looked at the score before the review, but I only read the reviews of games that I am interested in and whilst I think it a hassle to read a lot of pages(I know four is not a lot of pages?), I was surprised how quickly and how short this read.
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I'm getting this for the multiplayer to be honest. Played the beta for 15 hours and it never started to get old. So much fun.
@ccfb, yes - especially considering they said they were going to change it to punish wallriders more - ****ing wallriders.
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Nice one Eurogamer - that's a fantastic song.
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"I'm getting the impression Blade that you're firmly in the Split/Second camp, which is not a problem for me, as I intend to get that too!
I guess i am. I love Split Second. I dont say its better than this, just different.
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Was great fun while it lasted but did get a little 'samey' towards the end.
I'm hoping Blur sacrifices eye candy in favour of depth and decent multiplayer.
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To me finishing the game means winning every event. I have some trouble with the time trials . The races are easy though.
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.. why does this remind me of the South Park episode "You have 0 friends"
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Depends on what your after obviously.
Both got an 8 here. I do think that Blur will get a lower metacritic average in the end.
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Obviously I don't agree with you there. Large numbers on top of the screen - as in Forza - makes a far more comfortable (and faster) read in my opinion than a bunch of small numbers stuck beneath the car. It really is appalling design and it's clearly there in a desperate attempt to try something new to make the game stand out in an overcrowded genre.
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Didn't that used to be frowned upon ? You know, when the written word was primarily printed instead of projected onto a screen ?
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Eraysor 25/05/10 @ 12:06
ignore poster | #6 +9 You buried this comment Comment below viewing threshold Show
Think I'll wait until this and S/S are both about £20 so I can get two for the price of one.
LOL, a most excelllent choice, I think I'll join you. If I can just hold off buying ANY games for around 6 months, I too can stop being an insanely poor early adopter and start getting games at the prices they should have been sold at when brand new anyways.
Ok, I AM making an exception for the Starcraft 2 collectors edition. But thats it !.
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You pointing out how clever you are will help the unwashed masses.
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Whichever I choose, it'll have to wait - I've just landed in Mexico (in RDR)
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[link url=ht tp://www.pcgames.de/Blur-PC-231933/News/Blur-Das-Rennspiel-i m-Grafikvergleich-PC-vs-Xbox-360-und-PS3-748799/
]http://ww w.pcgames.de/Blur-PC-231933/New...[/link]
I'm definitely getting the PC version here. While those screenshots for the console versions are blown up to twice the normal size, obviously making all the flaws much more visible than they would be in the native resolution, the PS3 version still looks like it might almost be too ugly to bear (not that the 360 version looks like a work of art compared to the PC version either, but that's to be expected of course).
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I have had this pre ordered for well over a year now, and GAME have already taken payment for my copy, yay.
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Nailed it there Milky. Not only is the AI doing it right it's playing the game it's meant to be played. On the Beta I was forever hit at the most inopportune moment! That was part-and-parcel of the game! Yes it's part driving/drifting, but it's also about ensuring you got something to defend yourself, something to attack with and something to use for overtaking. Not to mention that little bit of luck.
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@ Bander
I was thinking the same thing.
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I'm definitely getting this game."
Yup. Second that.
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well, I guess your thoughts were misled since this game is really good
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Really? One thing I always though when playing MK was how cool it would be with real cars. It's even better than i expected.
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Spot on.
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They definetly lost a bit of money with SS being released at the same time because I'd more than likely be off to get Blurr otherwise.
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So if you know the tracks on S/S you can avoid most of the one trick it has that is supposed to make it good? Kinda glad I didn't invest in it now then.
Blur has a fantastic balance with its power-ups and requires a lot of skill to play the game well, theres no 'knowing the tracks' and avoiding the whole point of the game.
P.S The tracks looks great imo.
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You can avoid the attacks in Blur, Pup. You just have to find out the best way to do it. It's the same in all these types of racers, such as Mario Kart and Split Second.
As for the tracks, well, maybe some are derivitive but when you're racing online against 19 other opponents, I doubt you'll have time to admire the view!
I've only played the demo of Split Second but I do intend to buy the game at some point, although I've discovered within the demo a tactic which is used by most of my mates on Xbox Live, they mention that the single-player is definitely a "one-trick pony" in the full game. According to my mates, they said that they tend to build enough drift behind the leading car to shorten the track using the bigger power-ups to make the course as quick to complete and then just storm into the lead on the last lap. I have to admit, having played the demo, I picked up the same tactic early on. Can't make a comment about the MP though I would like to see what that's like.
I have to say though, Blur is my leading choice of purchase having played and loved the Beta.
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They provide a greater level of fun through dynamic game play!
And at least in ModNation everything can be defended with shield or booby trapped, provided you are half decent at games and didn't need to buy an unlock pack as DLC.
I haven't tried Blur yet, but I hope when I do, its' nearer to ModNation by skill set than Split second was.
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I can see the potential that Blurr has for 20 player battles but I can't see it being as much of a laugh as Splitsecond is.
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"I can see the potential that Blur has for 20 player battles but I can't see it being as much of a laugh as Splitsecond is."
Just out of interest Pup I take it you never got to try out the Blur Multiplayer Beta? From that comment I'd say not. It doesn't take 20 opponents to make a game have "potential". From what I understand Split Second only has 8-player races and those that play it don't seem to mind so I don't understand what you see as "potential" in comparison. Could you elaborate?
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But personally I'll take environmental damage in a racer over having neon 'bullets' fired up your arse which going by the vids happens far too often.
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edit Just checking out ModNation Racers and it looks like SSX meets Mario Kart, impressive.
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No I think that was the Minority Report.
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Sure it's easy to know where the powerplays are after a few hours, that doesn't mean that the dynamics of the racing gets boring. Indeed, where there are few opportunities to trigger powerplays at any point you can focus on the quite satisfying drifting or just plain driving well for that 10-20 second spell you aren't triggering. As such the action is punctuated and actually benefits from that. As someone said on this or another thread, it's a driving game with insane powerplays rather than a powerplay/powerup game that happens to have cars in it.
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In fact I would go so far as to say that as a single player experience it feals a bit unfimished.
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MK64, MK: Double Dash, MK DS and MK Wii are all horribly banded cheating games that lose all their repeat value through inbalanced weapons and AI.
Perfect lap one, perfect lap two, perfect lap three, 5 seconds from finish line, blue shell, red shell, lightning, finish 7th.
From my beta playing I would say Blur is far more balanced and enjoyable in terms of it's weapons than Mario Kart has ever been. (Barring the original SNES version.)
Or put simply: Blue Shells are the single worst thing Nintendo has ever done in a game.
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But really, I realised it was because I was playing it like Mario Kart and not, well, like blur.
It's quite a clever title - you've got to know both how to take the corners, drift/understeer in (depending on car) AND pick the right line to grab the power-ups you need for the situation/place in the pack.
Once that clicked, I went from fighting out for 18th to almost constantly popping up in the top 3 both online and in SP. It's very much a skill-based game. As Tom says, you may not know what mistake you made earlier (especially when you first start out), but there IS a method to all the madness.
Personally, as arbitrary scores go, 8 is correct. It's still a damn fine game though with one of the best MP progression systems around (daily challenges, very mmorpg) but the difficulty spikes in SP are killer and it's not exactly the most approachable game on the market (in both it's handling and power-up play)
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Edit: Oh, and thank God for a racing game that puts up a fight for once!
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Having loads of MP fun with it, bargain!
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