Mirror's edge, looks promising. - by Fragony
Muzman on 7/11/2008 at 20:15
Quote Posted by henke
But was there any
techno in it?
ahah! Clearly you are unfamiliar with the extremely underground, and ultra hip if you've heard about it like a proper cool person, grunge-dance hybrid "techo". So named for infamous Dj Techo-C, whose name is a play on his distinctive headwear.
Get with it :rolleyes:
Anyway, it's great that we're all bats for open ended freeform games at every opportunity and mad when a game isn't that. But sometimes you can let it slide. Surely people still like COD4 and Half Life 2 and things? Now you can run up walls n'shit in a rather immersively designed player movement/interface model.
mothra on 8/11/2008 at 02:11
Quote Posted by CCCToad
For those who haven't played it, I would categorize the game as "semi open", for what its worth.
In most areas, there are multiple ways to cross the obstacles in your path, and most of them are well designed enough so that alternate routes feel like natural paths, rather than an "A, B, or C" type decision. The game is not "open ended" in the way that a diehard Deus Ex or Thief fanatic would want, though. Each set of buildings tends to narrow back down to a single connecting path between them, then open up in the next area.
I'm ok with that, it sounds proper in a high-rise city buildings setting or sewers or ....I actually only expected that: multi-solution sections connected by chokepoints and sprinkled with either setpieces/chases/escapes or ambience/vistas.
henke on 10/11/2008 at 19:37
Finally got around to downloading and playing the demo. It's fun but I think I'll wait till budgettime before buying it. Some thoughts.
-both the plot and the gameplay makes it feel very Matrixy.
-upping the difficulty level means you'll have to aim your jumps better as you'll have to be more spot-on in grabbing ledges/pipes.
-not much opportunity or incentive to explore, except to see the sights. I tried straying from the main path by jumping to other rooftops of at the side but they were all too far down and I broke my legs :( There's a real juicy bonecrunshing sound when you hit the sidewalks.
-you run slower with a gun in your hands and you cant do fancy parkouring stuff.
-at the end of the demo there are some SWAT dudes that are un-disarmable. I tried hiding behind a vent while they shot at me and got closer, then I activated Reaction Time(bullettime) and ran at one of em to disarm him but he just put the smackdown on me. Several times. Has anyone succeeded in killing any of these guys?
-the red hints are often more subtle than the red ramps we've been seeing. Like at the end of the demo there's a helicopter that you have to jump at and grab on to in order to escape. The landing gear on the helicopter is red.
Ostriig on 10/11/2008 at 19:53
Quote Posted by henke
-upping the difficulty level means you'll have to aim your jumps better as you'll have to be more spot-on in grabbing ledges/pipes.
Ah. Well, this looks like a game I'll be playing on the Pussy level.
Ostriig on 11/11/2008 at 21:02
Apologies for the double-post, but I thought this might be worth the bump for those interested in the game.
The guys over at GT seem to like it. Not as much as you'd expect, given the high level of hype, as they certainly don't shy away from pointing out some glaring shortcomings, but their overall impression was good. Here's the (
http://www.gametrailers.com/player/42568.html) review.
EZ-52 on 19/11/2008 at 14:20
Well I just completed it and I give it two thumbs up.
Story wise, It was a bit weak (should have been longer irrespective if it's going to be a trilogy or not), and level design could have been better, but on the whole it was an enjoyable experience.
I completely disagree about their being a learning curve. Sure, the combat system wasn't overly great for always being overpowered (frustrating at some points) but I found it easy to get the timing right and perform whatever move successfully.
If there is to be a sequel, tone down the white. When up close to buildings it looked almost comic-book drawing like. And perhaps different weather and more night missions?
Either way I hope that a sequel is on the drawing board!
Andarthiel on 19/11/2008 at 22:00
I hate to say but I'm one of the only people who's not looking forward to this one.
My main issue is the camera, sure you get to use a gun but not often and free-running with 1st person is not a good idea IMO, makes me feel dizzy and if I tried to play it I probably wouldn't get far without dying a few thousand times just because the camera is so disorientating.
The indoor bits are a bit claustrophobic as well and like many people said it has a weak story.
To be honest the best free-running game is Assassin's Creed so far(the story isn't that great and gameplay is repetitive but it's so much fun to jump, climb,etc in it)
Aja on 19/11/2008 at 22:07
I've been playing Assassin's Creed and I can't get into it. Altair looks cool doing all his moves, but it feels like there's a big gap between what he's doing, and what I'm doing. In other words, it feels more like I'm watching him than actually playing him. The animations are smooth but the controls are still unsatisfying. Mirror's Edge, at least from the demo, gives a far better sense of connection. I want to pick it up at the end of the week.
EZ-52, about how long is the game? I've heard varying reports of anywhere from 4 to 8 hours. Also, I was planning on playing it without the red indicators on my first time. Do you think that would be too frustrating?
EZ-52 on 19/11/2008 at 22:34
Quote Posted by Aja
EZ-52, about how long is the game? I've heard varying reports of anywhere from 4 to 8 hours. Also, I was planning on playing it without the red indicators on my first time. Do you think that would be too frustrating?
On your first playthrough, it would be fair to quote 6-8 hours (on normal difficulty, the hardest you can play through on your first time). I suppose it depends on how quickly you pick it up - and if you can fully grasp the combat system. Subsequent reruns will be far shorter once you know exactly where your running to and how to do it. 4 hours would probably be about right.
As for the red indicators - six of one I would say. On the areas where you are on the rooftops it isn't really needed. I think its pretty obvious what you should be grabbing onto, jumping off etc. Indoors though there are sometimes where a pole to climb onto can be obscured - so having it show in red can help especially when you are heavily out numbered. I should point out that some reviews are correct in saying that Runner Vision is inconsistent. Sometimes a railing might not glow until you pretty much run into it - meaning you might firstly overlook it thinking you can't climb it. Also to point out it doesn't highlight everything that can be run across, grabbed etc... just mostly poles that you can climb up or swing from, boxes that can be used as springboards and doors that can be opened. On your first playthrough I would keep it on. You'll find as you get into the grove you just eventually ignore it, but if you get lost then it will provide a guide on where to go next.
Another navigational tool is pressing "B" on the controller (Xbox Version obviously), makes Faith turn and look at where you should be going. However, it like a compass - unless you can fly or walk through walls then don't try to just run in that direction - most of the time you'll just run into a dead end. It shows where you should be heading but not actually how to get there (like the BioShock arrow does).
And as I type a Mirror's Edge Advert plays on TV.
Aja on 19/11/2008 at 23:07
Sounds good. Hopefully I'll pick it up on friday.