Mirror's Edge Sequel May Still Be Running

duchaked

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Dec 25, 2008
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maybe make it uhh with a third person option? heh

but I do agree that the parkour idea was really really cool
 

CrystalShadow

don't upset the insane catgirl
Apr 11, 2009
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Stiffkittin said:
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.
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.
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)
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.
 

Desert Tiger

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Apr 25, 2009
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I hope they have an actual story in this one. Yahtzee had a rare word-for-word agreement with me on this one in that it's just so utterly vague. Who are you working for? Could be an Iranian terrorist cell for I know. What are we resisting by passing messages (granted, this was just an excuse plot so we could kick off the start of the game and the false murder accusation we've seen six or seven thousand times)? Hell if I know. The government only seems to crack down on people running on rooftops, and I'm pretty sure that could be avoided if these people just bought some damned cars. It's a shame, really.

The gameplay itself had enormous potential. It was just so incredibly complicated to do some things when I could just do them by holding L1 and running in any direction in an Assassin's Creed Game.

Back to the plot - was it not a little predictable? Who didn't see the murderer coming? Who didn't predict what happened to your mentor? I realised something the other day. The plot is almost EXACTLY the same as Mark Ecko's Getting Up. Except that in Getting Up I actually sympathised with the protagonist as he fought against the corrupt government in increasingly creative ways - starting out with scrawling your name and incriminating information on walls, trains etc before culminating in scaffolding down what was essentially the Golden Gate Bridge and painting S T I L L F R E E all the way down while a media shitstorm ensues with news choppers circling around and Pharoah Monarch and Serj Tankian's remix of Biggie Smalls blaring in the background.

In Mirror's Edge? From what little I can remember I was sprinting around vaulting in construction sites to offices etc (granted, that's the game's modus operandi) but if you asked me to stop and ask myself "why am I doing this?" I'd stare at you blankly for a few seconds before moving onto to trying to figure out what precise button combination would do the exact same thing three presses of X would do in Prince of Persia to continue.

The art style was good, though. A little blinding at times, but it was great coming out amidst a slew of BROWN IS REAL games. I also quite liked the cutscenes, but I think MUCH more could of been accomplished by using graphic novel cutscenes. Get Ashley Wood on the case if you get around to doing a sequel, EA.
 

Centrophy

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Dec 24, 2009
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Mirrors Edge would have been awesome with a third person camera, also the disarming mechanic could have used some tweaking. I hope if they do make another one that they take some lessons to heart.
 

whaleswiththumbs

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Feb 13, 2009
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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.
Except for the hemorrhaging of millions... But really, they are used to that.

OT:
This looks good. I never played much of Mirror's Edge, but hopefully it can pull an Assassin's Creed and the second one will be very good.
 

JokerCrowe

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Nov 12, 2009
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I really liked Mirros Edge, I think it was an awesome game. Bare with me now; the story was sub standard, the cinematics were cartoons, and for a free running game it had a lot of Metro-Tunnels, and being inside a lot. But something about it was still Awesome. I only played the Story once, but I spent hours improving my skills in the Time Trails, and I had a blast finding new routs and excuting free-running chains. So if a Sequel can keep the Time Trail thing, with maybe some new locations, and focus on improving the story and gameplay, (i.e. not having a free-running game take place in Tunnels) it will probably be My GOTY what ever year it comes out. Unless it's this year... Portal 2 already has a that spot... :p

I hope they Run with it. ;)
 

DP155ToneZone

Good enough for Petrucci on I&W
Aug 23, 2009
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I don't understand how the game was really flawed.

It was different and a fresh interpretation of first person movement and combat.

The combat is usually the objection most folk have with it; but if something a little different leaves that bitter-a-taste in your mouth, why are you bothering with a new concept in the first place?

And in all honesty, I didn't see the glaring flaws in the combat everyone else seems to.
 

Vanbael

Arctic fox and BACON lover
Jun 13, 2009
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Yes! I kind of knew that dice was holding back when they said it was being stalled. I do hope they take their time and become innovative with this. Hopefully the running will have nice little tweaks to help and combat can be a little bit more flowing.
 

Falseprophet

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Jan 13, 2009
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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.
Ninja'd. Or, er, assassinate'd. Either way, I hope the same thing. I like it when interesting new ideas succeed.
 

TerribleAssassin

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Apr 11, 2010
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Shaun555 said:
This game does deserve a sequel, hopefully with better level design.
And a better story, I was in a trance for the majority of it, immersed by the bloom...

But, I'd like to see a second one, it was clever enough to pass, but with a bit of touch-up here and there, could be a masterpiece in the platform genre.
 

CrystalShadow

don't upset the insane catgirl
Apr 11, 2009
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Stiffkittin said:
CrystalShadow said:
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.
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)
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.
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.

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.
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.
And if there's more than one, you're going to get shot by the other guy.
So, you really do have to make sure you're picking people off one by one.

And given what the game is like, the level design would have to contribute to this being possible for the game to flow well.
Subtleties and fine-tuning really.
 

Sam Winterton

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Feb 10, 2011
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Good stuff. I enjoyed the first game a lot, even though it was like running around in a toothpaste advert. Bring it on
 

k-ossuburb

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Jul 31, 2009
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It needs to have more of a sandbox-style world, or at least have more than one path to complete an objective and I'd like to see more of the lives, culture and history of these various free-running groups. It was briefly mentioned in the intro how they ferry messages between resistance groups but I didn't see any of that in the story, it would be a lot more involving if they simply let us choose the missions based on which factions of the resistance we wanted to do jobs for along with putting in a little more insight into the packages and why they're important.

Those are the only real problem I had with it, I liked the controls, I liked the style and I liked the environments, I just thought the story was a little weak and the controls could've worked better in a slightly more open world instead of forcing us down a linear route every time.

But that's just my opinion, I'm sure people will disagree and they're free to.
 

Sovereignty

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Jan 25, 2010
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I really didn't care much for the game. So either way it means little to me if it's canceled or another cash in franchise comes out of it.