Mirror's Edge Sequel May Still Be Running

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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.
 

Flauros

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Mar 2, 2010
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Awesome. That game was completely great. Finally something refreshing.....dont understand why it didnt sell well. Were people confused on the concept? It had some flaws...but so do ALOT of games, lol

Anyay, make another one!
 

RoyalWelsh

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Feb 14, 2010
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This is great to hear. :) I'm sure they can make a very good sequel, just need to iron out some of the flaws it had.
 

KO4U

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Aug 15, 2010
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Yes please! I promise I'll drop full retail price on it! Please don't let the 3D platformer die!!!
 

KO4U

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Aug 15, 2010
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Here here! I thought to myself "can she really make it through the whole game and not kill ANYONE?" Nope, and it worked in just the right way, not a callous cold-blooded revenge moment. Sweet.
 

Jeffro Tull

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Sep 27, 2010
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SFR said:
Huzzah! Please let this happen!

Does anybody else think that Mirror's Edge has like... the best graphics ever. Even though from a technical standpoint, Crysis and other games do more, I just think Mirror's Edge looks beautiful. Some scenes look completely realistic or better than real life. Like moving concept art. Just goes to show how much better prerendered lighting can look if done right.
Oh yeah! It was a great looking game and fast paced enough to only really need Pre-rendered lighting. I've only played it on my PC and it looks amazing maxed out.

I don't really know what people had against the level design though. If you ask me, it played out more like a first person puzzle game with fast paced action sequences scattered throughout. If I had a problem with how the level played out, I was obviously doing it wrong. It was a good focus on the part of the crew. If it were more of an open world experience, you would have lost some of that graphical brilliance.
 

Onyx Oblivion

Borderlands Addict. Again.
Sep 9, 2008
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As long as they don't shoe-horn in a half-ass multiplayer combat mode.

A race mode would be pretty cool, though.
 

Stammer

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Apr 16, 2008
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I didn't care much for the original game, but I did always appreciate how they tried to make a unique game out of it. Plus, I do know a number of people who liked the game. So all-in-all I'm excited to see a sequel come out. And if they fix a number of the flaws that persisted in the first one, maybe more people will buy it.
 

Jeffro Tull

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Sep 27, 2010
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DP155ToneZone said:
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.
Combat was a bit clunky on the disarming end of things, but it was a bit contrary to the character of Faith to be able to easily take down padded riot officers with her bare hands. That being said, after everything Faith went through in the first one, I could see her being a bit more capable in a sequel combat wise. Able to knock down a guard without interrupting the flow of her pacing in order to get away.
I did appreciate the fact that she was so clumsy with heavier artillery. It brought you back to the emphasis of running away, and thus focus on the characters talents.
 

Mouse One

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Jan 22, 2011
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punipunipyo said:
Um... may I recommend... 3rd person for this game? it'll work soooooo much better in 3rd person...
Thorougly disagree, sorry (and yes, Prince of Persia was awesome). EA put a lot of work into making you really FEEL as if you're running and jumping over rooftops. Sound effects, blurs, camera tricks, etc, all combine to make it more than just camera position.

Yes, first person makes it hard to see where the edges of ledges are when you jump. If there's a sequel, I hope it addresses that (along with other issues like collision detection issues). But first person is what made Mirror's Edge unique.

I still play Mirror's Edge in time trial mode-- it's really where the game shines. No cops, just you trying to figure out the fastest route, then running it as smoothly as you can.