• Mirror's Edge: Catalyst - New Videos (Movement, Combat)
    37 replies, posted
[video=youtube;ekYaM2sLJ24]https://www.youtube.com/watch?v=ekYaM2sLJ24[/video] [QUOTE]MOMENTUM Build momentum to reach top speed and do daring jumps between rooftops or stylish slides through tight spaces. Use the new Shift move and get a short burst of acceleration in any direction. For a quick change of plan, use Quickturn for a rapid 180 or 90 degree turn. TRAVERSAL Hit top speed quickly zipping down wire lines. Carefully balance on a ledge and transition smoothly to hanging from it. Run vertically and horizontally on any wall and use pipes to swing over gaps or around corners. GADGETS Faith needs little less than her running skills, martial arts knowledge, and determination to fight the oppression smothering the citizens of Glass. But a few pieces of hi-tech hardware will help her to traverse the city. MAG ROPE & DISRUPTOR Mag Rope - Latches on to specific points in the world, allowing for unique traversal and interaction opportunities. Disruptor - This upgrade of the tech in Faith's glove lets you disrupt and destroy KrugerSec and AI systems.[/QUOTE] [video=youtube;evt9bDMAxIk]https://www.youtube.com/watch?v=evt9bDMAxIk[/video] [QUOTE]ATTACK TYPES String together Faith’s fluid attacks when engaging with KrugerSEC or other enemies. Combine light and heavy punches to force enemies off balance or to gain an advantage when they’re stunned. Use your environment when fighting to build Focus, and dish out Swift attacks to fight without losing momentum. FLOW AND FOCUS Build up and maintain Focus by maintaining movement and action. When Faith has Focus enemies can’t hit her, but losing Focus makes enemy attacks a greater threat to your health level. Once Faith focuses completely, she enters into Flow, a state of awareness that allows you to attack in new and more powerful ways.[/QUOTE]
Looks pretty cool, but it would be nice to see some gameplay which isn't so cut up.
Alright. You've piqued my interest.
neat
As long as the story isn't horrible, this can be a pretty good game.
A bit sceptical about the thing on 0:48 on the movement video but nevertheless still adds to the hype.
So much head-bob for my taste, I hope it's just to make the video more appealing. [editline]3rd March 2016[/editline] However it looks pretty great so far.
Still not a fan of the movement animations ( barely show any of the body besides the hands here and there ) . Though combat looks absolutly spectacular
Oh god, I really want to play this on a Vive
I'm really curious how long this game will be, since they plan to make it an open world game. It took me around 6 hours to beat the original, and it felt a bit repetitive in the end. If it lasted longer I would probably get tired of it. When Portal 2 released people said it was great, but some complained that it was a bit too long, where Portal 1 nailed the length, so the game felt fresh from start to end. There is not much you can do with running, so that worries me. [QUOTE=Tacooo;49860585]Oh god, I really want to play this on a Vive[/QUOTE] Then you fall off the building and get a heart attack :v:
[QUOTE=AntonioR;49860594]I'm really curious how long this game will be, since they plan to make it an open world game. It took me around 6 hours to beat the original, and it felt a bit repetitive in the end. If it lasted longer I would probably get tired of it. When Portal 2 released people said it was great, but some complained that it was a bit too long, where Portal 1 nailed the length, so the game felt fresh from start to end. There is not much you can do with running, so that worries me. Then you fall off the building and get a heart attack :v:[/QUOTE] Enemy variety will make or break the game. When it comes to fighting with only parkour, there are a lot of super creative gimmicks you can add to enemies to make them fun to fight, and slowly trickling those enemies out will help the game stay fresh perfectly, hopefully they have some good ideas.
[QUOTE=AntonioR;49860594]I'm really curious how long this game will be, since they plan to make it an open world game.[/QUOTE] This game is coming out in May, so I don't think they are planning, and everything is set in stone. But hopefully they make it so that the story is streamlined and not too long, so you don't get fatigued on the gameplay through a story playthough. They would need a whole lot of sick side shit like timetrials and other hopefully more varied stuff, because the gameplay of Mirror's Edge is something I would love to come back to from time to time.
I hope the combat isn't too weighted down in scripted animations. Also people have gone on and on about how the more sci-fi aesthetic compared to the first game is weird for a prequel, but now they've got assault rifles with blue muzzlefire that look like something out of Mass Effect almost. It's.. weird as hell.
[QUOTE=Hogie bear;49860501]As long as the story isn't horrible, this can be a pretty good game.[/QUOTE] I'm fucking tired of this mindset. The story can be fucking trash and there would still be things to love about it. It's a game. There's way more going on than the story, unless that's the sole focus, which in this case it ain't. Look at Mirror's Edge 1.
Focus mode sounds interesting, it probably encourages you to zip around and engage enemies in a stylish way rather than just make a beeline for them [QUOTE=Trebgarta;49860661]Like falling in your dream and waking up sweating. You are only making us want that more[/QUOTE] Holy shit, I have a fear of heights so I don't know how I'd take this game in VR Then again it might even help me get over that fear
My only complaint seems to be that the aesthetic is too far departed from the original game's, it looks too future sci-fi to me and the atmosphere feels completely different.
[QUOTE=The Rizzler;49860911] Holy shit, I have a fear of heights so I don't know how I'd take this game in VR Then again it might even help me get over that fear[/QUOTE] Actually, there's been VR therapy for that sort of thing for a while. Like, a LONG while.
[QUOTE=genpung;49860934]My only complaint seems to be that the aesthetic is too far departed from the original game's, it looks too future sci-fi to me and the atmosphere feels completely different.[/QUOTE] I would disagree. I played the original last year, and for me the only difference I see is the amount of light sources during night and indoors, and reflective surfaces. So, IMO most of the differences in levels come simply from advancement in graphics. Guards/police may have a bit futuristic helmets, but the game should be set in near future AFAIK, so it makes more sense than the ones in original.
[QUOTE=werewolf0020;49860538]Still not a fan of the movement animations ( barely show any of the body besides the hands here and there ) . Though combat looks absolutly spectacular[/QUOTE] That's what it mostly looks like through the eyes though. I hate games that make it a point to show the arms and the body it comes off stulid and unrealistic
[QUOTE=redBadger;49861128]That's what it mostly looks like through the eyes though. I hate games that make it a point to show the arms and the body it comes off stulid and unrealistic[/QUOTE] Yeah, Mirror's Edge is one of the few games that did it right. So many games with the "true first person" feature set up the camera as though you're viewing the world from the top of your sternum lol
If it was up to me i would have probably made the combat even more fluent, going hand to hand, or losing all/most momentum in a take-down shouldn't even be a thing. Although that could all still be okay if they give up some actual environment to work with this time around.
[QUOTE=AntonioR;49861095]I would disagree. I played the original last year, and for me the only difference I see is the amount of light sources during night and indoors, and reflective surfaces. So, IMO most of the differences in levels come simply from advancement in graphics. Guards/police may have a bit futuristic helmets, but the game should be set in near future AFAIK, so it makes more sense than the ones in original.[/QUOTE] But these few things of glossiness and futurism can make all the difference in how a setting feels. In the original game the setting was clearly future but the architecture and layout of the city was still very contemporary. It was that pristine cleanliness and lifelessness in this modern city that let you know there's something really wrong with this place. Everything about the city felt very oppressive despite every color pallet being so bright. But this city it just looks like some cliche glossy and chaotic cyberpunk city. In fact its this new police force that bothers me the most, they look like they came out of the Hunger Games, and I'm pretty sure I saw some sci-fi rifle shooting some lazery particle effects.
[QUOTE=AntonioR;49861095]I would disagree. I played the original last year, and for me the only difference I see is the amount of light sources during night and indoors, and reflective surfaces. So, IMO most of the differences in levels come simply from advancement in graphics. Guards/police may have a bit futuristic helmets, but the game should be set in near future AFAIK, so it makes more sense than the ones in original.[/QUOTE] We went from modern-esque weapons derived from real weapon designs in the original game to blue-muzzleflash futuristic assault rifles in a prequel.
[QUOTE=RikohZX;49862744]We went from modern-esque weapons derived from real weapon designs in the original game to blue-muzzleflash futuristic assault rifles in a prequel.[/QUOTE] Didn't they say that it's not a prequel? I could've sworn they said that it's more like a do-over.
It's a reboot.
[QUOTE=genpung;49862592]But these few things of glossiness and futurism can make all the difference in how a setting feels. In the original game the setting was clearly future but the architecture and layout of the city was still very contemporary. It was that pristine cleanliness and lifelessness in this modern city that let you know there's something really wrong with this place. Everything about the city felt very oppressive despite every color pallet being so bright. But this city it just looks like some cliche glossy and chaotic cyberpunk city.[/QUOTE] For me it just looked like a city that is still heavily under construction and nobody has moved in yet, with all the cranes and construction platforms all over the city.
[QUOTE=gbtygfvyg;49863095]Didn't they say that it's not a prequel? I could've sworn they said that it's more like a do-over.[/QUOTE] I could've sworn they said that it was a reboot, but still a prequel.
[QUOTE=Karmah;49863709]I could've sworn they said that it was a reboot, but still a prequel.[/QUOTE] How does that even make sense...
[QUOTE=gbtygfvyg;49864016]How does that even make sense...[/QUOTE] It takes place before the first game would have?
[QUOTE=xalener;49860890]I'm fucking tired of this mindset. The story can be fucking trash and there would still be things to love about it. It's a game. There's way more going on than the story, unless that's the sole focus, which in this case it ain't. Look at Mirror's Edge 1.[/QUOTE] And I'm tired of this mindset. It's stuff like this that also leaves companies to not give a shit about narrative in their games. Story is incredibly important to drive the player to do what they do in a game. I quit out of Dying Light just because it's story was so poorly put together that it actually pained me to go forward in the game. It left nothing to surprise, nothing to motivate me to go forward, other than a progression system with weird, Borderlands esque moves that don't even make sense in such a grounded and realistic environment, and a poorly executed story that tried to be something the game clearly isn't. If a story doesn't match a game's gameplay, you're absolutely ruining the game. Say if something like Borderlands had a really gritty storyline presented in a gritty fashion, (and yeah, you could make the argument that it DOES have a gritty storyline, but imagine if that storyline was presented as such) you'd be taken completely out of the game. Mirror's Edge 1 had a bad story, again very cliched and didn't leave many impressions on me, but it was simple, and it's motivations were clear. They were enough to drive me forward, but the biggest thing that drove me forward was how well the story's minimalistic take on everything fit everything else, from the mood, to the look. Mirror's Edge 2 doesn't need Deus Ex levels of story, in fact if it did it'd probably be hurt more, but it needs something that matches what the game is at the core, and doesn't hurt itself in the process. It either needs something that'll drive the player to play the game, more than just filling a progression meter, or it needs no story at all, and it's clear that they're not going to go with option B. Story does matter. It's not the whole, but it shouldn't be ignored unless that's the sole purpose. If they're gonna fill up this world with all new characters, all new visuals, an all new city, and a whole new gameplay mechanic bringing the game to an open world, then it's gonna need to match that with a good story that doesn't suck. ESPECIALLY if they're making it open world. If I'm playing an open world and 90% of the world is boring and not worth exploring, something isn't working. [editline]4th March 2016[/editline] with that said I'm absolutely stoked for this game solely on it's gameplay, as that's what sold me on ME1. but if they fuck up the story to an astounding degree, and it's getting very close to doing that by cluttering up everything, then it's going to be hell to get through.
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