shadow skill said:
Having guns in Mirror's Edge no more makes Mirror's Edge an FPS than Half Life is a platformer because of segments where you much jump on various objects. (Like the fight with the Nihilanth.)
It's a First person game, where you have the option to spend most of the game shooting. So perhaps a First Person Platformer/Shooter is more appropriate, but to be entirely honest who cares about the category?
shadow skill said:
Typically First person games have focused on aiming at targets, doing this with two hands probably going opposite directions is just physically difficult period. But you won't actually have this problem with Mirror's Edge since the point isn't to shoot people.
Which makes more sense make it more difficult to move around by forcing players to use two sticks for movement when the point of the game is to negotiate the environment (move) while making it easier to aim a gun which is not the point of this game, or make it easier to negotiate the environments (The point of the game.) whilst making it harder to aim (Which isn't the point of the game anyway?
I'm sorry but you don't have to aim in mirror's edge? Not at a head, or a torso, but you sure as fuck gotta aim at ledges, look up, look down... Why restrict movement which is so necessary? The Legacy system cuts down reaction time by forcing the brain to mix signals. It's a lot easier for your brain, thus making your reaction time faster, if one hand controls 1 type of movement, and the other hand controls the other.
Why change what already works perfectly? You need 2 thumbs to control the full-free movement of your character, assuming you have no cognitive handicaps that do not allow you to coordinate both of your hands, that leaves around 4 fingers free for buttons (4 need to hold the controller from bellow). More than enough for any moment. That way you can strafe, rotate, jump, grab things, interact and an extra key for whatever. All at the same time, all moving as perfectly as you can on a controller (mouse and keyboard>controllers, but that goes without saying).
Why dumb down gameplay because you can't keep up? Why make the movements more rigid, cut down the flexibility of movements and your reaction time?
The "legacy" system in first person games is a thing of yesteryear for a reason: it's obsolete.