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Blur (PS3)

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In the final analysis of the full retail game, performance remains absolutely astonishing bearing in mind how rich the action can be; Blur maintains 30FPS even with masses of cars and effects on-screen. Bizarre's achievement here really has to be seen to be believed: there's no lag in the controls, no slowdown on-screen. a b McShea, Tom (May 25, 2010). "Blur Review (PS3, X360)". GameSpot. Fandom. Archived from the original on May 29, 2010 . Retrieved April 6, 2023. a b "Blur (PS3, X360)". GameTrailers. Viacom. May 25, 2010. Archived from the original on October 11, 2012 . Retrieved April 6, 2023. However, in the case of Blur, gameplay variation is rife - varying amounts of cars are on screen and different effects are in play at any given point, so we can only really gauge general conclusions about each platform as opposed to a more direct head-to-head. The results are quite enlightening though. Yin-Poole, Wesley (July 8, 2010). "Activision: Blur was not a failure". Eurogamer. Gamer Network. Archived from the original on July 11, 2010 . Retrieved April 7, 2023.

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. 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.Let's get to work. It's time to wheel out the comparison assets, starting with the 720p comparison gallery, and this head-to-head movie: a b c Kato, Matthew (July 2010). "Blur Review". Game Informer. No.207. GameStop. p.92. Archived from the original on August 29, 2011 . Retrieved April 6, 2023. McShea, Tom (May 27, 2010). "Blur Review (PC)". GameSpot. Fandom. Archived from the original on May 29, 2010 . Retrieved April 6, 2023. Gallegos, Anthony (June 2, 2010). "Blur Review (PC)". IGN. Ziff Davis. Archived from the original on June 6, 2010 . Retrieved April 6, 2023.

Rogalski, Jakob (November 1, 2013). "Blur: Overdrive bringt Top Down-Arcade Rennspiel mit Waffen auf iPad und iPhone". iTouchandPLAY.de (in German). Archived from the original on 2013-11-05 . Retrieved November 1, 2013. It Wouldn’t Be Racing Without Multiplayer – Blur offers gamers a new kind of racing experience that allows them to race with friends and as part of a network of players in high intensity competition and fun. The game supports competitive and cooperative gameplay, including team and objective based race events, and also features 4 player split-screen for playing with friends from the comfort of the couch. Blur also introduces Custom Groups – where anyone can create unique multiplayer modes based on their favorite ways to play the game. These new modes are then shared through Blur’s social network, expanding the game in ways only limited by the gaming community’s creativity. Rose, Mike (October 25, 2013). "Activision's Blur comes to mobile through Marmalade partnership". Game Developer. Informa. Archived from the original on October 28, 2013 . Retrieved April 7, 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) 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. 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. 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.

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.Rigney, Ryan (May 25, 2010). "Blur (X360)". GamePro. GamePro Media. Archived from the original on September 1, 2011 . Retrieved April 8, 2023.

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