It's sorta like DS's first year, no? Everyone -- publishers, developers, and gamers -- are trying to figure out how it works; and what works. So then, aren't we a little concerned? Fearful that Wii is just a gimmick. The gems will come, but might we also be faced with a lotta "meh." SSX has been a reliable franchise, but Blur has so far scored the lowest average of any of the series' console iterations -- it's hard not to see a message in that.
- IGN (84/100) - "Rather than simply tilting a control stick and turning your fingers white from face button mashing SSX Blur brings a play style that's nearly 100% motion integrated... aside from a few minor setbacks [we] have enjoyed nearly every moment of Blur. Carving feels very natural, tricking is quick and easy, and performing ubers is a very rewarding added element to the game... One of Blur's most plaguing issues, however, isn't going to be the lack of replay value or control, but the sheer difficulty of the game. SSX Blur isn't a pick up and play game, and it isn't newbie friendly... only the hardcore gamers need apply... It isn't Wii Sports Snowboarding, and it won't be a no-brainer for just anyone. The game demands coordination, but is also one of the more rewarding games on Wii."
- GameSpot (74/100) - "When the controls work well, such as steering your character by using a combination of the Nunchuk analog stick and titling the controller left or right, it feels really good, adding an entirely new dimension and feel to zipping down the mountains... Unfortunately, the trick controls don't always keep up... The ubertricks are the worst offenders... We were able to get only the most basic of ubertricks to work on a regular basis and, even then, not so much... It's too bad that SSX Blur's controls are so uneven, because if not for the maddeningly inconsistent ubertricks, Blur would be a sure thing. Unfortunately, there's nearly as much frustration to be derived from this inconsistency as there is pleasure from the other quality features in the game."
- 1UP (55/100) - "Snowboards are made in one piece for a specific reason... Break the board into two independent pieces, and coordination takes a hit... The "second-nature" feeling isn't something that's possible with the Wii Remote -- the shoulder and face buttons of a traditional controller provide a quicker and more direct interface with a trick system that's designed for multiple grab and spin changes per big air... SSX's interface is something that we're all so very used to after four iterations: The flow of the game is why we keep coming back, and as novel as it is ... motion-based control is disruptive to the flow... Also disruptive is Blur's mediocre -- and often frustrating -- course design... it always feels like you're racing against the course... No matter how badly you want to get into the game, to find the flow...the game doesn't let you... As a "My First SSX" for someone who hasn't been trained on the standard joypad, Blur is serviceable and enjoyable at times, despite the uneven learning curve. But the SSX veteran is likely to want something that's more defined."