EA Games Boss Swears to God He Didn't Kill Mirror's Edge

captain underpants

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Jun 8, 2010
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JediMB said:
captain underpants said:
Mostly agree here. I didn't mind the platforming, I just found the levels to be somewhat contrived. They were more like a deliberately designed mario level than the recreation of a city.
I was under the impression that things looked the way they did (ramps, plank bridges, etc.) because people like Faith had been setting up those delivery routes for years. Normal people don't really spend time on the rooftops, so their things were mostly left undisturbed.
There is that, but I was referring more to the design of platforms and ladders in the sewers and buildings and so on. I guess they could have been modified as well, but it looked like they were in a working facility and, well, ladders to nowhere and doors with no platform access kinda break the immersion a bit for me. I design that stuff for a living, so it possibly irks me more than most.

That said, I do appreciate them from a pure platforming perspective, and they work perfectly for that. It is a platform game after all. It's just the story wants to make you think it's an actual city.

Still, I enjoyed it, and wished the story was longer. TBH it wouldn't bother me that much if they take the same route with any possible sequel.
 
Oct 20, 2010
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BonGookKumBop said:
SilverStuddedSquirre said:
Side note - please turn this game system into a TENCHU title!!!! KUDASAI!!!
I've thought about the idea of using the Mirror's Edge engine for a Feudal Japan stealth game, but I hope it wouldn't replace a Mirror's Edge sequel. The problem is how do you mix the fast paced momentum of the parkour sections with the perfectly timed precision needed in stealth games. Many people complained that Mirror's Edge required you to repeat levels until you had everything timed perfectly; adding in stealth elements could compound that.
I thought of the link as the part where your use of parkour allowed access to the type of areas where the old ninja rope would. And as mentioned, make the rope moe Worms 2 stylie.
Agreement about mixing Feudal Japan. Perhaps some middle ground? A la Samurai 7 ?
 
Oct 20, 2010
424
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BonGookKumBop said:
SilverStuddedSquirre said:
Side note - please turn this game system into a TENCHU title!!!! KUDASAI!!!
I've thought about the idea of using the Mirror's Edge engine for a Feudal Japan stealth game, but I hope it wouldn't replace a Mirror's Edge sequel. The problem is how do you mix the fast paced momentum of the parkour sections with the perfectly timed precision needed in stealth games. Many people complained that Mirror's Edge required you to repeat levels until you had everything timed perfectly; adding in stealth elements could compound that.
I thought of the link as the part where your use of parkour allowed access to the type of areas where the old ninja rope would. And as mentioned, make the rope moe Worms 2 stylie.
Agreement about mixing Feudal Japan. Perhaps some middle ground? A la Samurai 7 ?
ascorbius said:
Do not make it 3rd Person... the whole game is supposed to be about immersion and actually being afraid of falling, leaping into the unknown and seeing the consequences of failure first hand.. no-one cares about a 3rd person character.. it doesn't feel the same.

I liked the story in the original, OK.. it wasn't an epic 'bringing down the gov' story people may have been led to believe, you were just trying to save your sister. It ended perfectly for me, objective accomplished and open ended for a sequel.

The forced combat was the most annoying thing.. there's no way Faith would be able to go toe to toe with heavily armed dudes like that.. sure, she dies easily.. but a room full of heavy armoured guys is not realistic. How about Gangs with knives, rival runners, real cops/detectives.. No Machine Gun totting rambos please.

I LOVED the colours.. running outside in a brightly lit place made it for me. I played it in the winter when it was dark outside.. it made me long for the summer. Also, the colours meant something. The bright colours also were a great contrast to the grim totalitarian political regime..

The music was awesome too..

Make it more open (others have said the same), have multiple routes to achieve the same objective.. let the player use the level instead of just following it.

Also, make the loading seamless. If GTA can do it, ME can.

Real engine based cut scenes.. They don't have to be 1st person.. Mass Effect told a good story with their cinematics but if half-Life taught us anything, you can get the player more involved by showing them what's happening in the background than by showing them a movie.

Make the bags relevant. ME1 had them just as collectables, you could miss them out entirely.

There is no need for multi-player - Parkour is a solo activity anyway.


That'd do it for me.. Make this game!.. I will buy it.
cést manifique!