Mirror's edge, looks promising. - by Fragony
Scots Taffer on 7/5/2008 at 23:31
I think most of y'all are a big bunch of bed wetting nancies, Portal is another game where -by and large- it points out how you should do it and there's fun to be had doing it that way or any other way you might try.
SubJeff on 8/5/2008 at 00:04
Mirrors Edge looks great. And I don't care about the colour thing because if it's well implemented it won't matter - you should have alternate and rewarding routes, secrets and whatnots.
But, as with many games out there (BioShock, Assassins Creed) that promise lots I bet the backlash will be "Nice idea, but the actual game and level design is lacking". This looks to be the type of game where, like Dark Messiah, you just KNOW that an editor would allow for some aaaaaaawesome fan made content.
But, like with Dark Messiah, I doubt it will come.
driver on 8/5/2008 at 00:43
Quote Posted by Tonamel
An obviously linear game based on running, jumping, and climbing over things, complete with "Hey, you. Go over here now" level design?
We're talking about Prince of Persia, right? Because I'm pretty sure that one did fairly well for itself.
And the PoP series was great, but 99% of it was set inside/contained areas. Mirror's Edge looks set to give us the rooftops of a city, and a linear path in such circumstances would be just wrong.
june gloom on 8/5/2008 at 00:44
You know, I bet this game would make for a great Life of the Party recreation.
Muzman on 8/5/2008 at 01:30
Quote Posted by Subjective Effect
This looks to be the type of game where, like Dark Messiah, you just KNOW that an editor would allow for some aaaaaaawesome fan made content.
But, like with Dark Messiah, I doubt it will come.
Perhaps unlike Dark Messiah this will sell by the truckload and make the publisher a bit more amenable to the effort (or it'll be so big on console they won't really want to weigh it in the PCs favour. Or or or, since it's in a proprietary engine -I think- they'll won't to pimp it some so they will release one. I dunno really)
Chade on 8/5/2008 at 02:22
Whether or not it means much is anyone's guess, but I note that the player in the video does not follow the "red paint line" the entire time. He/she deviates off to the right after sliding down the rope.
Assuming I read the map right.
Fafhrd on 8/5/2008 at 04:01
Because the line isn't a track that the player character is forced to follow. Red just denotes something that has an action activated by the context button (and possibly a momentum requirement, momentum denoted by the motion blur on the edges of the screen) associated with it. Contradicting my previous statement, I think they are going for at least semi-open world (i.e. once you have an objective, it's the same big ass city map and you choose how to get to where you're going), There's too much stuff going on geometry wise on all the visible rooftops in that first wide shot at the beginning of the cable slide for them to be throwing it away on unreachable atmospheric detail.
I find myself watching the trailer over and over again trying to squeeze as much information as I can out of it. My gut tells me jumping and mantling is going to be manual, and work the same as in Thief (some support given by the lack of colour coding on the fence that she vaults over in the beginning, or on the ledges she climbs up, and jumping off that corner onto the pipe). With the exception of those red ramps, which will be on the context trigger and take you further than a normal jump does. I'd guess the slide manoeuvre is done by tapping crouch when you have any amount of momentum, slide length determined by how much momentum you have. The wall running I'm not sure on. It looks like yellow might denote things with jump-specific functions (the awnings are the same shade as the walls, so I'd guess they either break falls or act like trampolines), so wall running might just be jump while running alongside, or it might be context button while running alongside.
And now I'm trying to map out the controls on the Xbox360 controller. Jumping and context are too important to the game to map to the face buttons without breaking flow, which leaves them (in all likelihood) on the bumpers (combat has to be on the triggers, because putting it anywhere else is asking too much, despite how cool fully analog jumping would be, and clicking Left Stick and Right Stick is not comfortable for anyone to do at the same time as moving and looking), I could see crouch on the right stick click, differing from the norm purely because if someone is tapping crouch to pull a slide, they'll probably not be changing the direction that they're looking at the same time. Weapon selection/reload, and hand to hand modifiers (grapple moves, etc)? on the face buttons and/or the directional pad.
Scots Taffer on 8/5/2008 at 04:09
I'm thinking it's red for the optimal route, yellow for parkour-enabling stuff, blue for no-go or maybe climbing type routes. In any case, maybe there will be "hard" options to turn all that off and this is still very early days on the game.
Mr. K. on 8/5/2008 at 07:28
As a parkour practicioner, I have to say I loved the trailer. I could do without the fantasy super jumps, but they don't bother me that much.
And oh the kick - leg take down! Awesome, Silat in a videogame!
I like the visuals and the music was superb. Anyone know who the author is?
Angel Dust on 8/5/2008 at 12:41
Quite a cool trailer, I really liked the part where the player character is traversing that beam and you can see all the cop cars etc down in the street. Like it has been mentioned many times previously it all depends on the controls as to whether this game is a success.