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Bizarre Creations on Blur Pt. 2

Co-leads on the future of the famed racing studio

In part one of our interview with Bizarre Creations' Gareth Wilson and Ged Talbot, they discussed changes made to Blur since its creation.

In this second and final instalment, they give their views on the market - and their views of hardware across the platforms...

How have you found launching this new IP compared to PGR and The Club?

GW: It's always tough with new IPs and I think it's getting tougher and tougher. You look at what EA did last year and they're very, very brave bringing out new IPs like Mirror's Edge and stuff like that. It's tough to break through the sequel noise. So yeah, It's hard to bring out new IPs.

GT: I can't stress enough how much we've changed our way of making games with Blur, in the sense that all of the people who are making the game are playing it on a daily basis. Maybe that's because our game isn't as dry as it was before - it is more action based so everyone in the company finds it easier to get involved.

A lot of publishers take the mindset that the investment will pay off down the line via sequels. Is that something in the mindset of Blur too?

GW: Well if you want to make a good franchise your first game's got to be badass, right? That was definitely in the minds of us when we were thinking, 'should we release the game now or move it?'

But yeah, definitely. We want to build a franchise which is all about inclusive, high energy racing, a racing franchise that is a big blockbuster.

So you don't think you can build a franchise from a dud?

GW: I wouldn't say a dud but it's harder, isn't it? If you release a game that gets 85-90% then everyone digs a sequel, but if you release a game at 70% then it's going to be harder to convince people it's going to be good. You want to put your best foot forward, don't you?

You were demonstrating on Xbox 360 this morning a the beta's running on Xbox too. Is that your main SKU?

GW: No, not at all. That was a big change for me on the Gotham team. The guys who worked on The Club have been doing multiformat stuff for a while, but the big shock for me was when the PlayStation 3 dev kit landed on my desk and I was like, 'oh, we're doing multiformat now, great'.

So yeah, we're doing Xbox 360, PS3 and PC simultaneously. All three of those formats get developed in tandem.

How different is the PC version? Have you got stuff like dedicated servers?

GW: You know what, someone asked be that the other day. I really don't know whether we've got dedicated servers or not, I'd have to talk to the PC dev manager. Activision acquired Demonware a while back, so we connect to Demonware severs using the PC. I don't know if you can do dedicated servers or not.

The difference with the PC is the interface, so all the menus can be navigated with a mouse and then controller inputs, mice and wheels for gameplay. Then there are performance settings, so if you've got a top end PC it'll look like the console version.

For a company with a community like yourselves, we bet you're crying out for crossplatform online play across consoles and PC?

It's something we'd love to do but until the platform holders want to do that then we can't force Sony and Microsoft to open their systems. They want to keep their communities unique to them, so for the time being that's where we're at.

That's why we really wanted to get the Twitter and Facebook stuff into the game. If you buy it on PS3 and I buy it on Xbox 360 and we're both friends on Facebook, we can brag about how well we're doing in the game and communicate with eachother. It was important that we tried to get that interaction.

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