THESE FORUMS NOW CLOSED (read only)

Fun Stuff => CLIKC => Topic started by: CarrionMan on 01 Nov 2008, 02:53

Title: Mirror's Edge
Post by: CarrionMan on 01 Nov 2008, 02:53
I downloaded the demo today. After waiting a day due to a slowdown in my internet, it arrived on my 360. I chose it immediately, ending my crazy shenanigans in GTA4, and I began the demo. It was… Amazing. Excellent graphics, absolutely smooth gameplay. Went by quick.

For those who haven't been paying attention to this little game made by EA, Mirror's Edge is easily described as a first person platformer, but that doesn't cover the gist of it. It includes an amazingly smooth combat system, very well choreographed parkour exercises, and an amazing storyline, all helped by the picturesque graphics, which are a definite change from the sudden drop in color for games. The controls are easily to learn, and, once mastered, the game is more smooth than the best chocolates, alcohol, and other products which happen to be smooth. It takes place… Somewhere. A city, where slowly the government took hold of the citizens lives. Many didn't care, and the ones who protested were hit. Hard. They went underground, as most people who hate dictatorships do, using a system of "runners" to carry items, messages, and other paraphernalia across the city, all while under the ever-vigilant, watchful eye of the government. This is where you come in. You are Faith, a female runner, who, at some point in time before the game begins, fell. That's what I got out of the demo. So, I looked at Wikipedia to help!

"The story follows Faith and her struggle to free her sister from a corrupt government. Her parents were killed while protesting against the government and she was forced to grow up on the street. One day, when she was still a young girl, she broke into an office belonging to a man named Mercury, who caught her but was impressed with her skills. Mercury then trained Faith as a runner. Faith was taught not to rely on modern forms of communication, partially because they are monitored by the police state. As Faith attempts to rescue her sister while running messages for the criminal underworld, she gets caught up in a series of events which lead to her being pursued by the totalitarian government. Acting as Faith's guide is Mercury, who will help Faith in her attempt to outwit and overcome the many government agents that are out to eliminate her."

Yes, thank you, my dear friend Wiki.

Oh, and the camera is amazing. It makes you feel like you are, in fact, Faith. Her arms are visible, unlike so many other first person games, and she'll interact with the environment quite well; if you walk into a wall, she will put her arm against it, not run her nose into it.

Well, that's all I gotta say.
Title: Re: Mirror's Edge
Post by: axerton on 01 Nov 2008, 03:49
Search function!

The original topic can be found here (http://forums.questionablecontent.net/index.php/topic,20125.50.html)
Title: Re: Mirror's Edge
Post by: ArcAirbender on 01 Nov 2008, 09:06
Thanks for reminding me about the demo CarrionMan.
This year I plan to purchase only 2 games, one used and one new. You know, to keep the check balance in black numbers  :laugh: .

In the "new title category" I'm between Left for Dead, Mirror's Edge and Dead Space.
I feel strange taking a pick between those games because as far as I know they're all single player experiences, and the only other game I've purchased which is single player only is Mass Effect (totally worth it). Every other game I have has a multiplayer component that guarantees me to be a long lasting purchase.

Mirror's Edge demo will definietly help to narrow my choice. (From the looks only, Mirror's already has an advantage, I'm a sucker for First Person Shooters)

I'll download and comment back!
Title: Re: Mirror's Edge
Post by: Unosuke on 01 Nov 2008, 10:40
I played the demo. I think the game has potential to be really good, Maybe some kind of online racing type mode and it would be perfect.
Title: Re: Mirror's Edge
Post by: CarrionMan on 01 Nov 2008, 11:15
Search function failed! Ha.


And Left 4 Dead is 4 person coop, and I've heard it has a couple of multiplayer awesome sauce, like going all original Night of the Living Dead, and defending a house with 6 guys.
Title: Re: Mirror's Edge
Post by: Melodic on 01 Nov 2008, 11:50
Both false. Co-op and Versus are the only two modes out-of-the-box.

Mirror's Edge will be on my post-holidays pick-up. The engine they're running it under has me extremely scared, as a couple of the guys I work with are excited enough by the "physicality" of it to try it themselves. Mid-development.
Title: Re: Mirror's Edge
Post by: ArcAirbender on 01 Nov 2008, 12:19
Wow, I was under the impression that the rest of the survivors in Left for dead were going to be AI controlled. These are great news!
Also L4D is being developed by Valve, that sure adds weight!

At this point I already discarded Dead Space, I'm guessing once the hype has passed I'll be able to rent it for a week and just get over it.

Right now is between Mirror's Edge and L4D... and according to good ol' wikipedia, ME is going to be single player.

Thing is, I've been waiting for a "real / true" FPS experience since the days of quakeworld's Team Fortress... what to do, WHAT TO DO!

Maybe I could live out of ramen from here to christmass and get both?  :laugh: we'll see.

PS. why scared melodic? care to extend?


*some misspelling from my part, corrected.
Title: Re: Mirror's Edge
Post by: Melodic on 01 Nov 2008, 18:57
My boss is slobbering so much at ME's engine that half the dev team is worried we'll have to implement physicality ourselves.
Title: Re: Mirror's Edge
Post by: JD on 01 Nov 2008, 19:39
True FPS? How would you explain that?
Title: Re: Mirror's Edge
Post by: Catfish_Man on 01 Nov 2008, 22:16
Played the demo today. omfg.
Title: Re: Mirror's Edge
Post by: ArcAirbender on 01 Nov 2008, 23:41
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?
Title: Re: Mirror's Edge
Post by: JD on 02 Nov 2008, 00:01
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.
Title: Re: Mirror's Edge
Post by: Spluff on 02 Nov 2008, 00:34
There is one wish I have that would make me even happier: drop the fucking parkeour vision or whatever they call it.

You can, it's in the options. I know I sure as hell will be turning it off.
Title: Re: Mirror's Edge
Post by: Statik on 02 Nov 2008, 09:45
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.
Title: Re: Mirror's Edge
Post by: ArcAirbender on 02 Nov 2008, 11:09
So, its parkour not parkeour, you learn something new everyday  :lol:

You can, it's in the options. I know I sure as hell will be turning it off.
Thanks Spluff! I found it. Yes, that makes two of us.

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.
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.
Title: Re: Mirror's Edge
Post by: Spluff on 02 Nov 2008, 20:58
AC could have been a good game if they cut out the long, long stretches of riding horses etc. at the start and the stupid information gathering quests.

The freedom and the movement was excellent, and the actual assassinations were pretty fun.
Title: Re: Mirror's Edge
Post by: ArcAirbender on 02 Nov 2008, 22:31
I just very recently played Assassin's Creed (October 2008). As most games in X360, it asked me to install an updated.

I'm starting to believe they fixed the "long stretches of horse riding" because everytime I got out of Masyaf the game asked me if I wanted to ride to X city or just quick transport me there.
It never passed more than half an hour before I got to stab someone.

Sweetness.
Title: Re: Mirror's Edge
Post by: JD on 03 Nov 2008, 05:43
It was cool you could switch the camera's view on the fly. That kept the cut scenes entertaining.
Title: Re: Mirror's Edge
Post by: ArcAirbender on 05 Nov 2008, 17:20
Yea zombiedude; the voice acting was very good as well, it kept me immersed over the entire odyssey.

The game was greater than the sum of its parts, and the pros outweighted the cons.

Good times.
Title: Re: Mirror's Edge
Post by: JD on 05 Nov 2008, 17:43
Naw, just easily entertained.
Title: Re: Mirror's Edge
Post by: will: wanton sex god on 11 Nov 2008, 12:40
Didn't really find the demo noteworthy honestly.  It certainly didn't sell me on the game.
Title: Re: Mirror's Edge
Post by: Harun on 11 Nov 2008, 19:04
i don't really like the whole first-person perspective of this game - gives me motion sickness



*waits for third person view h@X*
Title: Re: Mirror's Edge
Post by: Dimmukane on 11 Nov 2008, 19:19
They put that little dot in the middle of the screen to prevent motion sickness.  Which hasn't been a problem for me.  However, I imagine a third-person hack would be a little difficult game-play wise and just in general to pull off.  It's not like they're releasing a toolset for this game (although they totally should, user levels would be awesome), and generally EA's titles (I know this is DICE, but still) have been pretty scant in accessibility for mods.