Re: Yahtzee
Mirror's Edge works perfectly fine as a platformer once you get used to the nuances of the gameplay mechanics.
I have no problem booting it up whenever I feel like and free running around like a pro without missing a beat (or, more accurately, a jump) since I got used to the game mechanics of precision jumping. In a game like Deus Ex, on the other hand, I never got used to the platforming mostly because mastering that kind of skill wasn't required to progress.
Now, granted, the fact that Mirror's Edge probably needed to help you acclimatize better to precision jumping is probably a flaw, but your gripe is basically equivalent to complaining about a game involving making accurate headshots reflexively because you've never played a shooter in your life.
Unlike most games, there isn't an easy mode for you to pick in Mirror's Edge that makes jumping easier and that makes precision jumping require less precision. Is that a flaw of the medium? No, that's how you know you've created a fun game: you can't make it more or less difficult by a flip of a switch.
There's a reason the game gives you a free-roaming tutorial section for you to practice all manner of jumps and maneuvers at your leisure.
Zachary Amaranth said:
People have said it about the console version, too. "I can do it" does not equate to "the mechanic is fine." I've played through a bunch of broken games in my life, and that does not make them okay. Of course, it's fun to blame those filthy console gaming peasants.
Similarly, "I can't do it" does not equate to "the mechanic is broken". Just because you aren't willing to put any time or effort into mastering an unfamiliar game mechanic does not mean it is broken.
k-ossuburb said:
Another thing that's the problem isn't spatial awareness, it was momentum and speed. The controls need to be revised to give you a sense of weight. It shouldn't matter how big the ledge is, only how sure you are that you can fling your weight towards it, instead of a straightforward jump button there should be more complex moves which become context-based depending on what kind of surface you're on and your particular orientation.
You will never be able to "revise the controls" to "give a sense of weight" or "momentum", because the organ that senses such things is located in your ear and only works when you are actually moving. The understanding of whether you're able to make a jump in first person or not comes from practice: how long until the edge disappears from the bottom of your vision do you need to wait until you jump, and how far your jump reaches at max speed are things that must be practiced. These things need to be relearned in every video game because most have slightly different movement and you're missing half of the cues you normally rely on as a human being.
k-ossuburb said:
What you're essentially doing is not really platforming, it's more of a cross between rhythm gaming and stringing together combos on a non-linear path. This would make movement less something to think about and fuss over and more enjoyable because you can feel confident that the system will do most of the work while all you've got to do is worry about the timing and picking which direction you want to go next. You'll still have control, but not in the traditional sense, it would be similar to how you think you've got control over Bayonetta when you're pulling off moves and combos, but there really is only a set list of things you can really do, so your level of control is limited by that. This is really no different; there's a set amount of tools handed to you, it's how you use them that's important.
So, to summarize: you want to take game mechanics which are suitable for third person action games, where you have a near infinite number of potential body movements but need to limit them down to a select few in order to make playing the game possible, and where the goal is not about executing the specific body motion flawlessly but rather simply telling your character to do the body motion at the right time, and insert it into a type of game where precise execution is the focus of the game?
The important facet about games like Mirror's Edge is that how you do things is as important as what you're doing, because how you do it dictates what specifically you do and more importantly how fast you do it, which is essential for speedruns.
Turning it into a game that's strictly context sensitive rather than context and execution sensitive serves no purpose but to dumb it down for no real reason.
Cerrax said:
Nothing about Mirror's Edge is "precision". Like a few people have mentioned, it actually has a quite a wide margin for error in every jump and stunt in the game. If you miss the edge of a roof with your foot, Faith will slip off the edge and grab it with her hands to catch herself.
I take it you beat the campaign once and never touched it again?
It's fun and exhilarating to replay the campaign with better technique in order to attain a more seamless freerun, and precision is mandatory for success in speedruns.
Mirror's Edge was supremely well designed in that casuals could meander through the campaign at their own pace, but precision execution was visually and contextually rewarded to the extent that it was immediately obvious when the person who was playing was good. To require the precision you seem to be implying just to progress at all through the game would have been absurd; apparently some people (cough cough) are having trouble with the timing of long jumps, let alone achieving precision execution for all jumps.
Captcha: Jump off
Win.