Zhukov said:
Actually, kinda with you on that one. (Also somewhat with you on the power fantasy thing in general, but with caveats.)
Being immune to bullets by going fast enough as a mechanic leaves me scratching my head a bit.
It does sound dopey, but in terms of trying to emphasise a core Mirror's Edge style experience, I can easily see why they moved in that direction. Speed should be rewarded, especially when in the original - unless you knew the map - speed tended to mean you were going to die/fall off something faster... I found myself slowing down around enemies shooting at me, because I wanted to assess how I might safely proceed. Give a kind of invulnerability or buff once your speed's up? And maybe that player behaviour changes.
It's kinda like Valve trying to force/encourage a certain experience for those as the Tank in L4D; without the 'timer', players simply didn't play like the Tank was supposed to be behave (they waited, ambushed, co-ordinated, etc). Incentivising speed in a Mirror's Edge game seems to make sense, although I'd personally prefer some kind of manual bullet (arf... ) time feature, so speed = increased precision, not just-- well, increased speed
and likelihood of falling off a skyscraper.
Anyhoo, as for the actual topic? I'm fine with it, as I never used a gun in Mirror's Edge outside the tutorial. Of course, I've still never finished the damn game and only got it a few months back, but whatevs... A protagonist not killing is a big draw for me, in an industry saturated with psychologically Teflon coated sociopaths who are never affected by the violence they unleash on the world and people around them (the awful, callous Assassin's Creed games come to mind).
The
choice of pacifism would be more valuable, sure, but then they'd need to suitably punish those who decided to use guns anyway. For the sake of coherent character narrative (i.e. Faith doesn't want to take life) and gameplay, forcing a no weapon rule makes sense.