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[Multiplatform] Mirror's Edge or How I Play As An Asian Chick
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Member 16

Level 47.67

Feb 2006


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Old May 12, 2008, 04:15 AM Local time: May 12, 2008, 12:15 PM #1 of 36
It really comes down to how they do the controls.
If it'll just be regular FPS controls on a pad, that could eat away at the experience. People don't move like tanks on treads, so that could hamper the sense of movement and momentum.

I'm really most worried about how they'll handle aiming. Thankfully they said you should be able to play the game without firing too many times, but I'd imagine it's required at times. The diving, turning around and firing at the guy looks and sounds awesome, but not if you spend most of the dive trying to move the crosshair back and forth over the target in an attempt to aim (like one usually does with console FPS). If the aim kinda "snaps" at a target, this should be ok, but it's quite possible they won't do it.

For those of you who wonder why I'm worried about FPS controls, it's that since you spend a lot of the game running away, looking around for exits and dangers is necessary on the move. This of course will be very difficult if the right stick controls your direction because you'll be forced to run forward without looking around you, or then snake around amusingly. It would be interesting if they somehow mapped a kind of third person platformer controls to the left stick, with the right stick used to quickly glance around without changing your movement direction.

Either way I've been really looking forward to this game ever since reading the old Edge article on it. What they're attempting sounds just the kind of stuff I want to see more in next-gen games. A lot will hinge on just how linear the level design will be. I imagine most doors will be props only, etc. Runner vision should avoid confusion and snags with those, luckily.

Jam it back in, in the dark.

map car man words telling me to do things
find animals!


Member 16

Level 47.67

Feb 2006


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Old May 15, 2008, 05:03 AM Local time: May 15, 2008, 01:03 PM #2 of 36
Trailer analysis.

Apart from a few groan inducing already obvious details (omg teh logo is the same as faith's tattoo!!!), there was a number of little things I hadn't noticed and really appreciate now.

Still no clues on how it controls, but some of the movement sure points towards a traditional console FPS scheme. My biggest worry now (apart from how aiming works) is how consistent the environment and movement will be, whether you can parkour and pull fancy moves outside the obvious context sensitive action spots, and just how linear the paths will be, as in, will there be room for improvisation.

If anything, you get some nice music and a few sweet freezeframes.

There's nowhere I can't reach.

map car man words telling me to do things
find animals!


Member 16

Level 47.67

Feb 2006


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Old Nov 9, 2008, 06:16 PM Local time: Nov 10, 2008, 02:16 AM 1 #3 of 36
I just finished the PS3 version, it's over very quickly because you keep playing and wanting more.

It's a mix of wonderful and frustrating. The movement and jumping rarely get to feel liberating because most levels have strict restrictions (cramped space, pursuers, time limits), you will die many, many times, over and over and over and over. But when you get things right (a perfect string of disarmings, a perfect flow from A to B), it's quite unlike anything. The moments when you're given space to breathe are the most memorable, but granted there are numerous exhilarating chase sequences and setpieces that will leave you gasping for breath afterwards.

It's just that the controls can feel very unintuitive at all the wrong times and many segments just feel unfair. Still, I got through the game without having to shoot a single enemy, so that's proven possible. It'll take a lot of patience and luck, though.

The story and cutscenes are pretty hokum sadly. I didn't feel the animu style storytelling sequences fit the rest of the game that well and the eventual plot has you rolling your eyes, but Faith is a likeable character and I felt compelled to honor her dislike of guns by not using them in the game. So that's something.

If you enjoyed the demo (a lot), I urge you to at least rent and play this, if not buy. DICE have attempted something brave and ambitious and for most parts succeed in extremely well. It's an atmospheric, pretty (I hate the look of the swat outfits, but the environments look superb) and unusual experience that will most certainly be more enjoyable on a second playthrough. And because it doesn't outstay its welcome in the least, you'll probably feel like replaying it quite a few times. Next time I'm shooting those SWAT though, god damnit.

This thing is sticky, and I don't like it. I don't appreciate it.


Last edited by map car man words telling me to do things; Nov 9, 2008 at 06:19 PM.
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