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Looks pretty crisp to me.
About five years ago, I came up with the idea for Blur.
Well, not exactly. But I did make a game design document that detailed a racing game involving real life cars and power-ups. It was a mishmash of Twisted Metal and real racing, much like Blur. The document was only a few pages long, never fully fleshed out, and involved very primitive sketches done by yours truly — they were beautiful.
My version of Blur took place entirely on rally racing tracks, so all of the track designs were based on the winding, mountainous terrain seen in those types of games. In fact, the game that inspired my idea was WRC (World Rally Championship). It was a perfect recreation of the sport of rally racing, and I consider it to be one of the greatest racing games of all time.
Racing perfection.
Consequently, my idea of a well-designed racing game was skewed towards rally racing. And when I was thinking of a game I'd like to make, I figured racing was a great genre to dive into and try to shake things up. Of course, I wanted the rally style tracks, but I didn't want single-player races against the clock (that had been, in my mind, perfected by WRC) — I wanted fierce competition from friends or artificial intelligence.
In order to accomplish that, the next logical step was a way to nudge your opponent off the track, or completely destroy them. But the idea of destroying an opponent took the fun out of racing, so I tried to come up with power-ups that would simply hinder the other drivers.
I was only able to come up with one idea, but I still stand by how incredibly cool that power-up is: A ninja that you launch onto your rivals car, where he pulls out his sword and slices the unlucky driver's car in half.
But instead of ending the race or resetting the player, the unfortunate halved-car driver would have to use both analog sticks to steer each side independently and reunite them.
Please stay out of my personal space.
When I first heard about Blur, I was elated. People who get to create games for a living designed a game that I had conjured up some years ago, and I would finally see if my idea of a unique racing game would translate well to actual gameplay.
Who knows, maybe Blur will be a huge success, and Bizarre Creations (the developers of Blur) will be able to explore different types of racing in future installments. Or perhaps one day I'll finish my version of Blur — complete with a ninja power-up that cuts a car in half.