I think I get what you're saying, but I would routinely rush cops and even SWAT officers, and disarm them smoothly in one hit, then keep moving. (And immediately throw the gun away)Stiffkittin said:I like your ideas. I agree that shooting was the most unnatural-feeling part of the game. Not especially from a mechanical standpoint but... thematically I guess? I like how a game can, by the very nature of it's design philosophy, make an extremely popular play-style seem innately distasteful. I really tried to play without firing a single shot and found the game punishingly hard until I gave in about 2-thirds of the way through. The fact that I even wanted to go against the flow like that is interesting though.danpascooch said:I want to see more combat options.
Personally I don't think you should be able to take or pick up a gun at all, but I hate how when you attack a guard you stop, you should be able to deliver some sort of attack without losing your momentum, that would be neat, like a jab at the throat as you run by that stuns him for like 5 seconds or something.
Except for the hemorrhaging of millions... But really, they are used to that.Xzi said:Well here's hoping. I very much doubt that EA is hurting financially in any significant way, so they need to start taking some risks instead of sticking only to cookie-cutter FPSes and such. With their development department that is...they're doing fine as far as publishing goes for the most part.
Ninja'd. Or, er, assassinate'd. Either way, I hope the same thing. I like it when interesting new ideas succeed.jrubal1462 said:Awesome. I feel the same way about Mirror's Edge that I felt about Assassin's Creed. Neat idea, lots of fun, very imperfect. Ubisoft fixed just about everything around the core idea to knock AC 2 and brotherhood out of the park, and I hope these people can do the same for Mirror's Edge.
And a better story, I was in a trance for the majority of it, immersed by the bloom...Shaun555 said:This game does deserve a sequel, hopefully with better level design.
I guess it kind of proves a point about fighting like this; If you've ever seen Krav Maga demonstrations you'd note it's perfectly possible to take down an armed opponent, but it does rely on catching them off-guard.Stiffkittin said:Then I think we're on the same wavelength. That shooting your way through didn't really feel right for the setting and character of the game.CrystalShadow said:I think I get what you're saying, but I would routinely rush cops and even SWAT officers, and disarm them smoothly in one hit, then keep moving. (And immediately throw the gun away)Stiffkittin said:I agree that shooting was the most unnatural-feeling part of the game. Not especially from a mechanical standpoint but... thematically I guess? I like how a game can, by the very nature of it's design philosophy, make an extremely popular play-style seem innately distasteful. I really tried to play without firing a single shot and found the game punishingly hard until I gave in about 2-thirds of the way through. The fact that I even wanted to go against the flow like that is interesting though.
It got fiddly at times, but it definitely worked.
At some point, I also found it interesting (particularly at the subway station) to go up on the roof of one of the little buildings and jump on a SWAT officer from above.
Again, all it takes is one blow.
I think the stuff later on was quite annoying.
Personally, I'd want them to fine-tune the moves they already have, and perhaps cut down on the enemy-heavy bits where you have little choice but to fight your way through.
Also, the disarming move is really cool, but I'd say probably keep the move, but make ditching the gun automatic.
Gun-play just doesn't feel right... And the game shouldn't force you into using one to get by.
I agree that normal cops never posed much of a threat when they weren't sporting shotguns. SWAT required better timing but they were ok too providing you could take them individually. The subway was a great example of a multiple-enemy fight handled well since you pretty much meet them all one at a time provided you're playing to your strengths. The game does a great job here of encouraging you to run, picking up speed and picking off enemies.
Disarming was a really cool move but I definitely found it a bit less useful in the later levels when you'd be trapped in the animation in a more finite space with multiple enemies shooting at you.
Anyway, as great a game as it was, awkward design appeared frequently The security firm HQ (where the ninja cops first show up) was where I officially gave up non-shooting. Several areas in the second half of that chapter, one storage room in particular where I'd be cut down the moment I tried to cross the room, had steam coming out of my ears and it was only after doing the time trials later on that I had the chance, with no enemies, to find the cleverer way to avoid them.