Mirror's edge DLC Trailer

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kapzer

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In a way these maps look better than the game itself. However, they're just time trials, so there's no story or reasoning behind them. Despite that, they look brilliant, especially after I just played the whole story yesterday*
 

Woe Is You

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Floating platforms. I know that Mirror's Edge has a lot in common with platformers, but come on. Floating platforms? What?

shadow skill said:
The control scheme is actually the second worst part of the game, the first being the utter lack of clear in game objectives despite the use of Runner vision.
After the initial hurdles in the demo, I had no problems with the controls at all and I've played through the game and scored some pretty speedy (I thought) times in the time trials.

The other thing is that I actually sort of liked how you were left to your own devices. It's not like the game leaves you completely clueless as to what you're supposed to do; there's always a problem around to be solved.

BallPtPenTheif said:
Let me know when DICE gets around to skinning those polygons. There's so much potential in the game's control scheme it's just too bad that DICE doesn't get it.
Get what exactly?

I agree that the floating platform DLC is just silly, though.
 

AceDiamond

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See I think the time trial stuff will add longevity to the game, especially since they can make a bunch of weird and abstract levels without having to think in city terms.
 

TMAN10112

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Watching that trailer made me feel like I was going to fall out of my chair. I'm definitly going to check that out.
 

hypothetical fact

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This looks like some kind of mirror's edge beta or test area for the physics. I would rather have far more city and street level parkour than this detail void cube's edge.
 

Shellsh0cker

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SuperFriendBFG said:
Bob_F_It said:
Gormers1 said:
BallPtPenTheif said:
Let me know when DICE gets around to skinning those polygons. There's so much potential in the game's control scheme it's just too bad that DICE doesn't get it.
You cant play it because of how it looks? It looks great!
It looks like someone took a bucket of bleach and a grenade to Escher's artwork.
I find the whole style to be rather refreshing.
Same here. I've always been a fan of minimalistic, geometric architecture. It reminds me a lot of the secret cave levels in Super Mario Sunshine; platforming stripped down to the essentials. Plus, not having the level covered in random scaffolding and other such crap will probably make it easier to spot additional routes.
 

shadow skill

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Its more natural when one is focused on movement to simply have the left and right turn actions on the same stick you use to move. Do any of you strafe in real life constantly? As for the objective thing the very last area before you get to the sard roof is a great example of the lack of clear objetives. There is no logical reason for you to stick around to damage the mainframes yet this is what you mut do in order to be able to advance. Then earlier when you first rescue Kate it is not clear at all exactly where you are supposed to go to reach the outside; hell I actually died just as I reached the exit for the level and simply ignored it for about another 20 tries because the event never triggered! Absolute bullshit particularly when those PK guys are right on your ass with SAWs. Then there are two areas inside the PK building which are also ridiculous in that A. The whole fucking room is either outright red, or B. the hint button actually points you at the wrong thing. Like the part with the cargo elevator spent maybe a half hour trying to get up to the elevator not realizing I actually had to drop down...................
 

Woe Is You

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shadow skill said:
Its more natural when one is focused on movement to simply have the left and right turn actions on the same stick you use to move. Do any of you strafe in real life constantly?
Do you jump constantly?
Do you circlestrafe in real life?
Does the action stop in real life to show you some plot exposition?

Why should real life have any bearing on how you play a game?

The stick thing is a matter of modifying controls and I admit that it's a pretty big flaw if you can't (I didn't check, since I play with the default settings just fine), but using real life for almost any argument about a game that doesn't claim to be the next step in realism is a poor one.
 

shadow skill

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Woe Is You said:
shadow skill said:
Its more natural when one is focused on movement to simply have the left and right turn actions on the same stick you use to move. Do any of you strafe in real life constantly?
Do you jump constantly?
Do you circlestrafe in real life?
Does the action stop in real life to show you some plot exposition?

Why should real life have any bearing on how you play a game?

The stick thing is a matter of modifying controls and I admit that it's a pretty big flaw if you can't (I didn't check, since I play with the default settings just fine), but using real life for almost any argument about a game that doesn't claim to be the next step in realism is a poor one.
This game is all about motion, it actually slows you down while strafing which by itself is realistic even though it grants you the ability to move in a diagonal line going fowards or backwards which really makes no sense but that is besides the point. Then there is the fact that you have no real sense of height in the game as well, the game interface breaks down even further because the game is asking you to deal with objects of varying height without having body awareness. It's not just asking you to shoot shit, it's asking you to move quickly while negotiating various obstacles because of the task the spatial distortions present in all first person games become all the more important.

It's also compounded by the accuracy requirements that the game places on you. Which again highlights the stupidity of the controls when its so goddamn easy to strafe in mid air without realizing it which can lead to some interesting deaths when jumping over distances. The reason real life matters is because the game has a rather obvious reliance on reality. Furthermore the more players can draw upon what would happen logically the simpler and more enjoyable an experiene a game is. The more you break real world parallels the more you need to explain, the more complicated (potentially) the software becomes, the more confusing it becomes.

You ever wonder why in most shooters the gun muzzle leans to the left slightly? Its because a right handed indvidual holding a long gun like a rifle will naturally hold the weapon in such a way that the barrel leans in that direction. For a left handed person it will be the opposite direction. That simple fact makes it much easier to aim without the aid of a reticle since one can tell where the bullet will go based on the gun model. Even if the game is like say Half Life 2 where shooting from the hip is the norm rather than the exception. Which of course in real life would mean your accuracy would suck ass.
 

videot76

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My personal opinion was that the *entire game* had been more suitable (and worth the price) as a 15-dollar download. All extra maps should be free after they gave so little at full price.
(Not that I really care, since I refunded my copy at Gamestop as soon as I could.)
 

shadow skill

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Indigo_Dingo said:
shadow skill said:
The control scheme is actually the second worst part of the game, the first being the utter lack of clear in game objectives despite the use of Runner vision. The lack of a centre camera button and this really nonsensical insistance on traditional fps stick controls cause the game to break down particularly towards the end. They should have used a legacy stick setting as it makes for more natural movement which is important in a game like Mirror's Edge.
I'm gonna go out on a limb here and say you're basing it off the 360 version?
What I said has nothing to do with which version you play; besides I have the PS3 version What I said has everything to do with how human beings actually move. When you walk into a room and you need to change direction do you strafe in that direction or do you turn your body and head in the direction you need to go? The only time you will strafe is if there is an object in your path that makes turning impractical. This is not a problem in FPS because you are being asked to aim at targets, speed is unimportant so having your strafe actions on the same stick as your foward and backward motion isn't a problem and is probably advantageous because it is easier to use one hand or thumb to control aiming. (Though people do swear by using both hands for aiming in console FPS because of Goldeneye.)

Ask yourself this do you strafe when navigating the environment with the left stick in Prince of Persia or God of War? Then what in the hell is the reason for it being the exact opposite in a game like Mirror's Edge? Despite the perspective chosen for the game it has more in common with third person action/platforming games like the two I mentioned than a shooter like Half Life or Crysis.
 

BallPtPenTheif

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Woe Is You said:
Get what exactly?

I agree that the floating platform DLC is just silly, though.
The joys of creative improvisational platforming. Their level design is too constricted and the developers view the running paths as contrived racetrack-like routes which are meant to be refined by the player.

It could have been a more open level design which would have made the player feel like they were inventing routes.. hell, free jumping in Crackdown feels more improvised than Mirrors Edge, which is sad really considering the concept behind the game.

And if DICE wants to sell that polygon mess as DLC then they should at least give level designing tools to the player community so that they to can make flat two-tone virtual worlds.
 

shadow skill

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jamesworkshop said:
you can turn using the left stick whats the problem
Turning is only possible with the opposite control stick no matter what configuration you use. What I am saying is that turning should be handled by one stick, not two specifically the stick that also controls forward and backward movement.
 

number2301

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So instead of forwards, backward, left and right / look up, down, left and right you want forwards, turn left (also known as look left), turn right (ditto), backwards / look up, down, left and right? Or even more mindbendingly look up, down, move left and right on the one stick? Where's the logic in that?

You're either creating a strange new control system or losing the strafe function and whichever you do you're giving a totally different control system to what virtually everyone expects from the game given the perspective. Sure the gameplay might be closer to games which use a different control system, but when you're in first person most people will expect first person controls.
 

zachatree

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It reminds me of those levels in MArio sunshine where it was just you and a black void. They look really fun shame I dont have the game.
 

Shellsh0cker

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number2301 said:
So instead of forwards, backward, left and right / look up, down, left and right you want forwards, turn left (also known as look left), turn right (ditto), backwards / look up, down, left and right? Or even more mindbendingly look up, down, move left and right on the one stick? Where's the logic in that?

You're either creating a strange new control system or losing the strafe function and whichever you do you're giving a totally different control system to what virtually everyone expects from the game given the perspective. Sure the gameplay might be closer to games which use a different control system, but when you're in first person most people will expect first person controls.
Agreed. Metroid Prime was a great game, but I would've preferred traditional FPS controls. Turning with the left stick from a first-person perspective just feels awkward.