• Mirrors Edge 2 on Frostbite 2: "You'll see that" Says EA
    96 replies, posted
[QUOTE=Aurora93;30342851]DICE advertised Frostbite as having the Destruction feature. It seems very unlikely that they would use the architectural destruction thing, but it was just a what-if scenario.[/QUOTE] I'll drop the argument of what is a part of the engine and what isn't because we seem to agree on the same things basically. I think it would look interesting if that bright clean city suddenly started falling apart.
I actually really liked the original Mirrors edge. It just had like, no replay value and was kind of short.
Mirror's Edge was awesome, never thought an FPS could be like that. I can imagine it now with the new engine: dynamic physics objects and obstacles in the game giving a new perspective in parkour. Imagine trying to balance yourself on a moving platform or holding unto a bar only for it to collapse, making you have to think to survive the fall...
Really one thing I didn't like was how you always had to rely on hand-to-hand fighting in pretty much every level except for the last one. I understand they didn't want the focus to be on shooting, but don't tell me this girl can't even carry a small pistol or something. That and you can't pick up ammo from dead bodies, you have to pick up each individual gun.
I always admired the architecture and overall style of the first game. Can't wait for the second.
buyin this on the xbox
Mirrors Edge was one of the games that gave me motion sickness. Made my head spin. And I'll do it all again.
I'm seeing it now. [b]RELEASE DATE: 2018.[/b]
So what exactly makes the Frostbite 2 engine so great? Excuse the ignorace, haven't really been watching E3 due to slow internet.
I don't care what engine it's on. Mirror's Edge was an amazing game which deserves a sequel.
[QUOTE=Mister B;30346410]So what exactly makes the Frostbite 2 engine so great? Excuse the ignorace, haven't really been watching E3 due to slow internet.[/QUOTE] There's quite a bit to the engine. The particle engine in particular is amazingly accurate, lighting diffuses through it perfectly, the lighting is some of the best I've seen in games (aimed for realism anyway).
I hope it keeps the same colour scheme. I loved that about ME1.
[QUOTE=uchiha2727;30338987]Imagine the Detail on those boobs.[/QUOTE] Destructive boobs? I don't know how to react. Also why are some people here implying the Frostbite engine ONLY allows for better explosions and that's all it really does? It's a game engine with beautiful attention to visuals.
[QUOTE=xXParanoidXx;30346896]I hope it keeps the same colour scheme. I loved that about ME1.[/QUOTE] If they do, they'll have to address one very important issue: scenery blending together. In some of the rooftop levels near the beginning of the game, the all-white architecture was so brightly lit that it blurred together at the edges. This often made it difficult to distinguish where the edge of the building you were standing on ended, and the where the wall of the building you needed to jump to began. This led to dozens of frustrating deaths as a result of jumping too late or too early. Not to mention the eye strain of staring out at an all-white, full-bright world. Practically had to squint while playing.
[QUOTE=Hiccuper;30340779]I don't understand how people think that mirror's edge was a failed experiment, I thought it was a really enjoyable game, I don't get people's problems with it.[/QUOTE] It may be that it was too unorthodox for their tastes.
[QUOTE=Big Dumb American;30340863]Mirror's Edge left me pretty damn disappointed. The premise was cool, the art style was unique, and running system was very well done, but the game left [i]a lot[/i] to be desired when it came to the story, voice acting, and level design. To me, Mirror's Edge was a game that had a lot of potential, but fell short because of bad writing and claustrophobic levels. If the point of the game is to never stop moving, then setting the entire second half of the story in little cramped offices and ships and warehouses was a very bad design move. In a game like Mirror's Edge, you should never have to stop or backtrack in order to try and figure out where you're supposed to go, nor should you have to inch your way through long stretches of crawling, shimmying, or generally moving slowly. Same goes for fighting: you should never have to stop and fight your way through bad guys. With the combat system being as clumsy as it is, the poor level design only made the trial-and-error process of finding the right path even more frustrating. Mirror's Edge 2 would have to bring a lot to the table to reignite my interest. It needs more than a fancy new engine to address the problems that held back the first one.[/QUOTE] You're right, it was lacking in parts, especially the combat, but seriously, no shimmying and no puzzles? No stopping to think? No thanks. The game had amazing ambience and it was a pleasure to slop running and work out puzzles. Without them, what are you left with? Another point in the right direction and run game.
[QUOTE=cyanidem;30348205]You're right, it was lacking in parts, especially the combat, but seriously, no shimmying and no puzzles? No stopping to think? No thanks. The game had amazing ambience and it was a pleasure to slop running and work out puzzles. Without them, what are you left with? Another point in the right direction and run game.[/QUOTE] But "point in the right direction and run" is the entire soul of Mirror's Edge. That was the only thing the game did well, in my opinion, and I found myself groaning every time the game came to a standstill for what you call "puzzles (and what I call poor level design!)." I don't want there to be any confusion, a little bit of trial and error in trying to find the right path is A-Okay, it's not like I want a game where I just hold 'W' to win, but in a game like Mirror's Edge you should never have to spend more than a few seconds standing still to scan your surroundings, and you should never have to do anything that requires you to move slowly, such as crawling through vents or shimmying along ledges. They ruin the pacing of the game.
[QUOTE=STeel;30340835]At which point does it say anything about explosions or destruction?[/QUOTE] Maybe 'cause the main touted feature of Frostbite is the building destruction that was so unoptimized that it took a high-end dual core a la E8400 to run on low? If you have good art direction, why else would you make such a concession in performance for minimal benefit? Crysis 2 ran a million times better than the BC2 beta, for Christ's sake [editline]9th June 2011[/editline] The art direction of Mirror's edge is what made it look so good, not the game engine
I wonder how well a free-roaming mirrors edge would work. Really wanted a good sequel - it was good, but short and limited.
[QUOTE=fishyfish777;30348350]Maybe 'cause the main touted feature of Frostbite is the building destruction that was so unoptimized that it took a high-end dual core a la E8400 to run on low? If you have good art direction, why else would you make such a concession in performance for minimal benefit? Crysis 2 ran a million times better than the BC2 beta, for Christ's sake [editline]9th June 2011[/editline] The art direction of Mirror's edge is what made it look so good, not the game engine[/QUOTE] I think it makes sense for them to use Frostbite Engine when it's their own developed engine. And I'm not sure if you missed the first page, but it's not unoptimized. I would love to know your computer's specs. My own computer is pretty shit and yet I managed to run BC2 decently on medium/low settings, and only at really 'heavy' scenes I was getting some major FPS drops.
[QUOTE=xXParanoidXx;30346896]I hope it keeps the same colour scheme. I loved that about ME1.[/QUOTE] This is pretty much the main reason I'm excited to see this. The colours the first game used were absolutely amazing and looked great. If that continues on with Frostbite 2 it would be incredible.
[QUOTE=Big Dumb American;30348183]If they do, they'll have to address one very important issue: scenery blending together. In some of the rooftop levels near the beginning of the game, the all-white architecture was so brightly lit that it blurred together at the edges. This often made it difficult to distinguish where the edge of the building you were standing on ended, and the where the wall of the building you needed to jump to began. This led to dozens of frustrating deaths as a result of jumping too late or too early. Not to mention the eye strain of staring out at an all-white, full-bright world. Practically had to squint while playing.[/QUOTE] I've never had this problem, you should adjust your monitor accordingly.
I thought they cancelled it long time ago.
[QUOTE=STeel;30341963]I really hope it won't be free-roaming.[/QUOTE] Usually I love to have as much freedom as possible, I love free-roaming games, but in this case I have to agree partially. I'd say make it semi-open-world like Medal of Honor Airborne. You jump out of the plane, can land everywhere, even on rooftops and you can choose the order of the given objectives but you still have a detailed environment that in terms of atmosphere feels like you're following the only existing path.
[QUOTE=PieClock;30335979]There is a god.[/QUOTE] no god, just science
Oh cool! You can kick through walls now! (Joke about how OVER destructive everything is)
As long as they don't include those stupid fucking piece of shit ninja-like enemies, I'm fine. Those aren't any fun to fight.
[QUOTE=fishyfish777;30331162]Aside from making it horribly unoptimized, what advantages could the Mirror's edge series possibly need out of Frostbite? I don't want to not be able to run Mirror's edge at more than 15fps on all low a la bad company 2 just because there's some explody scenes in the game or something. [editline]f[/editline] It just seems like an unnecessary convention to include terrain destruction in a running game.[/QUOTE] baw i cant run a brand new game engine that takes advantage of new technology clearly that means the engine is unoptimized
YES! YES! YES! I think I just creamed my pants! Holy fuck, I am so happy. Please, DICE, stick with Solar Fields for the soundtrack, and hire those guys who you contracted to do the lighting in the first game. Edit: the lighting was done by Illuminate Labs, using the [url=http://en.wikipedia.org/wiki/Beast_(software)]Beast[/url] software.
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