Monster_user said:
The bare bonesness of the story was kind of appealing. It hinted at a greater depth to the world, without actually limiting it, leaving so much to the imagination. Why don't people do this anymore.
When you craft a world, showing the entire world in great detail actually detracts from that world. It is the unknowns that add wonder, and inspire curiosity.
I wonder how they could possibly reboot Mirror's Edge, and not mess it up.
snave said:
Scars Unseen said:
It was the gunplay that sucked in Mirror's Edge, which you will notice there was none of.
Wait, what? You could actually use those guns? The tutorial only showed me how to flick out the clip and discard them, so that's all I did.
You can discard clips? I normally just left the guns lying there, if I didn't fire them.
I think so. My memory is hazy now. I seem to recall she'd click them around a bit before casting them aside. Maybe I'm just mentally inserting narrative justification in retrospect?
* * *
I think the way to expand upon Mirror's Edge, whilst still maintaining that mystery, and even to please violence-happy publishers would be to branch it out, sorta like old Starfox 64, only instead of having the "easy", "medium" and "hard" difficulty paths, the paths would be "shooting and platforming" (the low route), "predominantly platforming" (the middle route) and "hardcore platforming" (the rooftop route), with both reconnecting paths in the same level and entirely different level exits linking and splitting the levels and leading ultimately to minor plot divergences (order of learning about events) and perhaps multiple endings.
For example, say you're in a room that's being piled up with guards meeting for whatever reason. A pair of dudes are about to leave in the elevator. None have seen you yet. You've got two options:
1) Quickly jump behind a pillar, vault a barricade and wall kick up to a catwalk, striding over some supports and slipping into an obvious hatch (highlighted organically to the player) and ultimately getting on top of the elevator itself just before the two dudes push the button, riding it up the shaft and escaping out a maintainence hatch onto a platformy rooftop section.
2) Instead, you can sneak up behind one guard, grab his weapon, and shoot everyone in the room. By this point, you've either missed the elevator, or those guards have come after you too. The only way out now is to take the elevator itself, which you do so, leading you to a window-lined penthouse office. The office contains another standoff with some thugs in suits, and ultimately a chase, but outside the window, you can see the alternate puzzley pathway in the background. Both paths converge on an arbitrary helipad.
Ultimately, different pathways would give different glimpses into the great setting of the game, and I think would flesh it out without saturating the player.