yes and no.
the blur is the result of the formulae used to guess the new pixels on the resize. Just think about it: you have a color switch from black to white, and on resizing the two pixel balck-white needs to become three pixels. That is usually done as black - ? - white.
Now you have a rendering formulae that needs to determine the color of the middle pixel.
Some formulae go the mixing route, the center pixel becomes grey - that is what you see as a blur or aura around the original pixels.
Some formulae go with one side, either resulting in black black white or black white white. That gives distortions, especially in fonts when a letter suddenly gets bolded in some places but remains normal in others.
the only way to prevent that effect is to go only full 100%-multiplies - if you were to double the size, two pixel black-white would become four pixel black-black-white-white, no blurring.
In Ace the effect was less visible for two reasons: first the maximum screen size was a lot lower, so that fullscreen often was nearer to a full multiple (the worst distortions are always near the #50%-middlesteps)
Additionally, Ace only needed to conform to windows methods and had its own library, while the formulae of MV are from browsers that need to work on multiple devices and had been optimized for other things than a game.
so you can try to change the formulae involved to get a better interpolation on zooming, and that could be done by plugin - theoretically.
practically that is a very complex work that will always be of limited results, because you can't change the pixel numbers on the player monitor and would have to fit the formula for dozens of different %-multipliers.
And in the end all possible formulae are a mixup between blurring, distortion and guesswork, never being perfect everywhere.