Mirror's edge, looks promising. - by Fragony
EZ-52 on 17/1/2009 at 23:12
Quote Posted by Angel Dust
I thought the roll to block a heavy landing was an intended manouver as it was in the training or are you meaning something else?
Yeah, the roll is an intended manouver - but it should slow you down. Next time your in game get Faith running at full momentum then when you jump do a roll. When you get up Faith will no longer be running at full momentum (as you'd expect, the blurryness around the edges of the screen disappear).
I can't remember how it is triggered or exploited, but it is possible for Faith to roll (or sometimes not roll at all but not take a heavy fall) and continue at full momentum, which over the course of a level shaves of seconds here and there.
catbarf on 18/1/2009 at 01:21
Quote Posted by Angel Dust
What? Isn't that a good thing? Sure there usually is a slow mantle heavy way to proceed but when you master the controls, and get used to looking at the levels as a runner, you can find fasterpaths. It really comes through on subsequent playthroughs, you'll be breezing through sections in record time chaining together manoveurs and barely stopping.
I can understand that the enemy becomes the clock, but I personally would prefer levels that require such combos to continue rather than only requiring them to shave six seconds off the timer. It feels like more of an achievement.
Angel Dust on 18/1/2009 at 01:39
When I replay it I'm not thinking of the enemy becoming the clock. I try to replay it as a 'runner', eschewing violence as much as possible. The real achievement for me is to zip through a room with 4 cops with none of them touching me at all and likewise none of them dying by my hand either. It might have been cool if there was a skill level where the this was pretty much required, and some sections where maximum momentum is required to complete a jump etc might have been cool too, but I have no problems making myself play the role. For me it is very much like playing Thief as a 'ghost'.
Shakey-Lo on 18/1/2009 at 01:54
Quote Posted by catbarf
I can understand that the enemy becomes the clock, but I personally would prefer levels that require such combos to continue rather than only requiring them to shave six seconds off the timer. It feels like more of an achievement.
There's already enough complaints about trial and error gameplay. I don't see how that would be fun at all. There are still plenty of opportunities to string together difficult combos (many I bet you didn't realise were there) and I don't see the benefit in absolute punishment of an imperfect run. Nailing a perfect run of something you
could have just mantled over seems like more of an achievement to me than nailing the same perfect run, knowing it's the only possible solution and that every other player has done the same.
Ostriig on 18/1/2009 at 03:51
Quote Posted by Shakey-Lo
There's already enough complaints about trial and error gameplay. I don't see how that would be fun at all. There are still plenty of opportunities to string together difficult combos (many I bet you didn't realise were there) and I don't see the benefit in absolute punishment of an imperfect run.
I agree with this. I understand your complaint, catbarf, but I also find the current "tolerance" more to my taste. The way I see it, aiming for a better time on a run is like aiming for a stealthier rating in a Hitman mission - an important part of the gameplay, and a testimony to your skill, but not an absolute necessity.
On another note, I can't help feel that this game is a tad unrealistic in the cop deployment aspect. I mean, here they are chasing you with guns and choppers, when we all know all they'd have to do is go
STOP RIGHT THERE CRIMINAL SCUM!.
Fafhrd on 18/1/2009 at 07:24
Quote Posted by EZ-52
Yeah, the roll is an intended manouver - but it should slow you down. Next time your in game get Faith running at full momentum then when you jump do a roll. When you get up Faith will no longer be running at full momentum (as you'd expect, the blurryness around the edges of the screen disappear).
I can't remember how it is triggered or exploited, but it is possible for Faith to roll (or sometimes not roll at all but not take a heavy fall) and continue at full momentum, which over the course of a level shaves of seconds here and there.
The only roll exploit that I know is hitting quick turn immediately after dropping off a zipline onto one of the big pad things. Faith will land on her back, and you can somersault out of it without enduring that couple of seconds of sitting there before you can move again. The timing of the quick turn is really difficult, though.
EZ-52 on 18/1/2009 at 23:22
Quote Posted by Fafhrd
The only roll exploit that I know is hitting quick turn immediately after dropping off a zipline onto one of the big pad things. Faith will land on her back, and you can somersault out of it without enduring that couple of seconds of sitting there before you can move again. The timing of the quick turn is really difficult, though.
I didn't know about that one. Need to try it out now.
By the way, one thing I think the comic series may reveal is that
Faith's mum is still alive. There was a line in it that hinted so, of course I could be just making that up.
Oh, and a rather (
http://www.animelodge.co.uk/mirrors-edge-reviewed/) poor attempt at a review
242 on 18/1/2009 at 23:46
Great game, at least for people who don't hate acrobatics in games.
So far I like it much more than Assassin's Creed f.e., and more than Tomb Raider Anniversary.
It's really atmospheric, incredibly stylish and beautiful. It just radiates style. Another thing I like is that it's quite hard for today's standards even on normal, and occasionally forces player to think. And of course excellent sound and music.
8.5 out of 10 so far.
Swedish DICE made a small, but beautiful gem of a game, and thanks God, EA has managed to not bastardize it.
Fafhrd on 18/1/2009 at 23:49
Quote Posted by EZ-52
I didn't know about that one. Need to try it out now.
It's a bitch and a half to pull off, and it can be done for any of the tarp covered landings, afaik. I've done it successfully maybe twice, I just can't get the timing to actually do the quick turn in mid air properly. 90% of the time she'll do the quick turn, and then not land on her back the way she's supposed to. It's driving me nuts, because I know if I can do it I'll shave at least two seconds off my Playground 2 time.
Aja on 18/1/2009 at 23:49
Please tell me all of you reviewing the game have actually purchased it. EA needs to be sent a clear signal on this one.