Fun Stuff > CLIKC
Mirror's Edge
ArcAirbender:
Thanks Melodic, I understand it now.
And yes, such is the game's immersion that it will be no time before some really funny -and tragic- news will present at FARK and other sites.
About "true / real" fps Zombiedude, well obviously nothing is more "true FPS" than some gotcha among friends or any other "in real live" scenario ; I don't want to be a prick about it because I enjoyed Doom even though the dude could not jump to save his life, enjoyed Half Life even though the HEV suit was as magical as they come and the mute thing make progression awkward specially in the second iteration of the series, and I enjoyed all the Quakes even if the characters could ran at 30,40, 50 miles per hour.
As Yahtzee said in zero puctuation recently: "realism is an acceptable sacrifice if it means I get to throw old ladies into jet turbines"
However I am under the assumption that initially those strange perks were there because of technical limitations of the technology at the moment of publication, and it strikes me as odd that now that technology is on par with fps simulation's needs, no one has done something of the sort.
Some time ago there was this game that showed much promise and I played like crazy called "Urban Terror" ; with its incredible state of the art aim&damage system called "Aries" , if you hit someone, they bled and leave a trace of blood and foot prints, if you shoot them on the leg or got shot in the leg, you limp your way around and start bleeding to death unless you took care of the wound, so on and so forth.
It was an exhilarating moment or rare fun&realism that got lost in time.
I just played Mirror's Edge and its a great piece of software. It's still unclear how damage is presenting itself (do you walk funny for a few minutes, cannot longer run, any penalites at all when you get shot or make a jump improperly?) or if any damage is going to be presented at all.
In my opinion it would add a layer of strategy and tension if you get a penalty for not doing things with a level success.
Of course I'm geek like that, and I do not discard the posibility that I'm the only person in the planet who wants a game with a level of immersion so deep that it might be too abstract to grasp.
I see great progress on ME: the hands and feet show, the controls are intuitive and responsive, a great array of movements are present, and then there's the "X button" to slow things down for those who still need training wheels with their games.
I agree with Catfish_Man: omfg.
This is a great demo.
There is one wish I have that would make me even happier: drop the fucking parkeour vision or whatever they call it.
It would be awesome if it could be activated & deactivated, like the eagle vision in "Assasins Creed"; for me it's the shoe stone that cannot let me totally and completely get lost in the game.
As soon as I see a red ramp or a yellow wall, I kinda disconnect a little. Specially in such a gray, contrastless world.
What do you guys/gals think?
JD:
Otherwise you would have no idea where to go. I can see myself playing the game, going in the wrong direction, and not knowing the fact.
Spluff:
--- Quote from: ArcAirbender on 01 Nov 2008, 23:41 ---There is one wish I have that would make me even happier: drop the fucking parkeour vision or whatever they call it.
--- End quote ---
You can, it's in the options. I know I sure as hell will be turning it off.
Statik:
Ill obviously be waiting till early next year to play this (as I dont own a 360 or PS3) but I dont really have a problem with the "Parkour vision" or similar things in other games. It doesnt disconnect me from the game world because I am able to put it in my mind as a kind of mental addition by the person you control.
Basically, someone who is in to Parkour or whatever in the real world is going to look at things in terms of what they can do with them. So while person A sees ledges, pipes, whatever, and passes them off, Parkour person sees things to vault over, climb up, jump through, etc. Conveying that thought process in gamespace is impossible in terms of current hardware, so the devs adapt this process to the gamespace, essentially applying the characters thoughts to the world in terms of bright colors.
So until someone comes up with a way to make movement purely procedural (on the fly calculations with height, grip, pass through, etc), we are stuck with individually defined obstacles.
ArcAirbender:
So, its parkour not parkeour, you learn something new everyday :lol:
--- Quote from: Spluff on 02 Nov 2008, 00:34 ---You can, it's in the options. I know I sure as hell will be turning it off.
--- End quote ---
Thanks Spluff! I found it. Yes, that makes two of us.
--- Quote from: Statik on 02 Nov 2008, 09:45 ---Basically, someone who is in to Parkour or whatever in the real world is going to look at things in terms of what they can do with them. So while person A sees ledges, pipes, whatever, and passes them off, Parkour person sees things to vault over, climb up, jump through, etc.
--- End quote ---
Oh yes, I understand why its there, I just wanted it to be an option, which it is, so everybody wins. Hurray.
I'm expecting total freedom for Mirror's Edge gameplay, like "get to X point, I don't care which route you take" pretty much like Assasin's Creed did some time ago.
I know I keep bringing AC back to the discussion, but that game had such an incredible sense of freedom while running around. The 5 types of mission were repetitive as hell (eve's dropping, stealing, save citizen, get to a observation point, assassination) but god damn, did I have some fun running and jumping through roofs.
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