Not bad, looks pretty decent although a bit too similar to the original in gameplay. But the plot in that mission seemed interesting even though i never beat the original. Graphics are pretty good too
Pretty much the mission from the gameplay trailers in full. Interesting to see the Focus Shield, traversing and keeping a good pace essentially gives you something that cancels out damage you'd take so long as you don't slow down or run straight into enough gunfire to cut through the shield. Max the gauge and it seems you get a temporary period of being able to go to town on their asses without worrying about getting mowed down.
I mean on one hand it's unrealistic, but on the other hand Faith getting shot in the back and the shoulders all the time and just shrugging it off bugged me with the first game.
I'm not hot on the red swirly "go this way". Mirrors edge for me was about finding the best route
[QUOTE=pogothemunty;50131475]I'm not hot on the red swirly "go this way". Mirrors edge for me was about finding the best route[/QUOTE]
pretty sure this was probably easy mode or something
You can disable stuff like that, including Runner Vision if you're so inclined.
Quest markers, path tracers and waypoints work against any open world aspect of a game. All the game world that isn't the direct path to the goal and all alternative routes just become ignoreable background imagery when you always point the player exactly where they need to go, which is why it baffles me to see them implement such a feature in a Mirrors Edge sequel. I mean, its a game where the main Gimmick is freerunning. FREE running. If you take the players freedom to choose their route and if you brush over the challenge of figuring out the most appropriate approach to finding you way to the goal, it just becomes a roller coaster ride, which is exactly how this feels. Just from watching the video, I feel like I have no reason to play the mission myself anymore, I've literally seen how it plays out.
And this is not just a simple HUD feature you can toggle on or off at your own digression if you don't like it. The implementation of such a thing suggests that figuring out what route to take is simply not a design focus. Most likely there will be one, definitive path to the goal and maybe some alternative paths but surely not an organic environment that you have to navigate through in a puzzle-like manner. If you have to point out the route that works, it means that other routes most likely wouldn't work. Or, vice versa, you don't need to invest much effort into other routes, if the main route will be pointed out anyway. Its a design decision that is typical in AAA development. Some borderline retarded players of the first game probably gave bad feedback on not knowing where to go and it IS a design challenge that comes with making such a type of game. But simply cancelling out a feature that holds so much potential just blows my mind. What does this game have, if not the promise of challenging you with the free-running. Certainly not an interesting story or memorable characters.
I really hope I'm wrong on this because the environments look great. But then again, it also feels like they had no idea what to do with them or how to make them NOT feel like dead, meaningless backgrounds. Like this huge office building that has like 5 inhabitants who don't notice someone zipping through the corridors with footsteps echoing in every floor. Environments tell stories, create atmosphere and they have to be integrated into the gameplay but in this case it just feels like they had the art department make this great, vibrant environment in a completely different building than where the gameplay design was taking place and everything was written in a different country and thrown together my a marketing team, which is probably more accurate than it should be. It just becomes a replaceable background where running takes place because it looks nice.
Also why does everyone have to be a moody, whiny, cardboard cutout bitch with a 'earning the trust' arc?
the 'open world' aspect is probably what merits the general path trace things, you can get lost pretty easy on the way to a lot of content, save for "it's the giant fucking building in this direction with the name printed on all sides. I sure hope that IS an 'easy mode' function though and not a constant core thing
the whole thing was stressful from the player making a lot of weird mistakes and near misses. like right from the start they almost wall-ran straight off the edge of the building in the safe zone
voice acting was pretty flat in some parts too. I have high hopes but this kind of squished them
Good god there's a lot of visual clutter going on even though there's no HUD, what with the red stuff and the weird blur on the screen edges. Too much is happening and it's surprisingly hard to get a good picture of what's going on. Maybe it's better if you're playing it but that was honestly not that easy to watch.
You can disable most of the UI stuff (supposedly) and can turn down runner vision effects (like the path thing) but honestly my biggest gripe is the third person takedown animations which you (supposedly) [I]cannot[/I] disable.
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