Format: 360, PC, PS3
Release: Q4 2009
Publisher: Activision Blizzard
Developer: Bizarre Creations
PGR is a game that hates players,” says Martyn Chudley, flatly. “The fundamental premise that we had through the entire series was: ‘Well done, you got a gold medal. But you’re shit. You should have got a platinum one’. For every reward we threw another challenge at you. Leaderboards – ‘Wow! You’re 974,000th in the world. Brilliant.’”
Chudley, as managing director of Liverpool-based Bizarre Creations, sold his company’s soul to Activision last year, and also recently demoted himself to creative director. But such self-criticism and apparent surrender of his previously independent company to the largest publisher in the world isn’t a series of acts of self-flagellation. He wants to explain, PlayStation mug in hand, how his new crossplatform game will be a lot better than PGR. Shorn of his company’s responsibilities as a principal developer for Microsoft Game Studios, with a new market in mind and a new regard for the fun of driving itself, he wants to show us a new way of making a racing game. “One of the things we wanted for the new franchise was for the actual experience to be the reward, not the shiny bell at the end of it,” he says. “We wanted the on-track experience to make people say: ‘I don’t care how well I did; I enjoyed it. Let’s have another go’. That’s what games should be about, rather than: ‘Look how clever we are, look how clever Xbox is, look how polished our cars are, how accurate our cities are, how technical our sliding is’.” 
The result is Blur. Though it’s set in real cities and uses a mock social network to structure the events, Chudley describes it as no longer hampered by reality. Its Wipeout-like power-ups, boisterous wheel-to-wheel action, glowing brake-light trails and cheerful take on illegal street racing would seem to confirm that. Though it’s set in real cities, they’re not the anally retentive (that’s Chudley’s term, by the way) recreations of Project Gotham. Blur’s are remixed cities: salient landmarks and pleasing details twisted and reconstituted into designed-for-purpose racetracks. “We won’t hold the game back; we won’t cause the player problems by putting in corners at 90 degrees that are hard to navigate,” Chudley continues. “That’s the fundamental backbone to the game. If we’ve ever had a design decision it’s always been: ‘Is that hardcore or casual?’ And we’ve always fallen on the casual side of things. What would happen in reality doesn’t matter. It’s what people would want to happen in a game.”
I feel pretty cynical about this, as a fan of motor racing both real and virtual. Corner entry speeds, lines, vehicle control, accuracy, in a word 'technicalities'; these are the meet and veg of racing, the core issues. Mastery of these issues is where racing is at, so to speak. Waving your hand airily and suggesting (with a sneer it seems to me) that apexes and control are for nerds and are not fun is all very well, but my guess is that fairly soon down the line you'll be looking at another forgotten car combat game.
If you're not into racing, why make a racing game? Because the commercial people are asking for one, I suspect, but I think that if you're going down the car combat route you should at least have the bravery to follow the arena based 'Twisted Metal' or the underrated 'Vigilante 8' templates and abandon the racing altogether, these games were actually pretty entertaining once mastered, and stand up far better to the FPS comparisons that this developer is making.
Mixing racing and the shooting has never worked very well to my mind, the inevitable compromise of each primary skill set alienates the core fans of each and you're left with the casuals who ultimately drift on to the next thing once it's available.
Looks promising, although I disagree with the previous poster. BIzarre do what Bizarre want to on the ideas front, not MS. As a fan of PGR I was pulling my hair out as Bizz took it in directions not one fan I can recall ever asked for. Nobody on my friend list ever complained they could not achieve platinum on PGR2, we just loved the idea of unlocking and keeping most of the cars and racing our prizes on Live. We viewed the 'platinum club' as a bunch of get-a-life gamers. The sequels appealed to brats who wanted instant access to everything for 5 minutes before dropping the game and moving on to something else, leaving bad feedback for losing as they went. The Club, which correct me if I am wrong came post-microsoft, (it says sega on the case) was mediocre. Who do they want to blame for that? The home work eating dog? This new game is breaking point for Bizarre. If they mess this up, they will be another chapter in the history of gaming development. I suggest they talk with gamers rather than at them.
Another heartwarming story of a developer who's pleased as punch to be out from under the MGS yoke. I never had any interest in PGR but this looks promising.