only with multiple ways to reach an objective/place? (I hope so)
Kinda Like Splinter Cell then, a way where you can just parkour your way through, or for fans of action and fps you can just shoot your way through, so it suits all audiences
Söderlund promised developer DICE won't turn Mirror's Edge into a shooter, but did confirm that Faith will be a more powerful character than she was in the first game.
"The first game was a lot about running away from things. And, even though you want to have sections with that, you also want Faith... she's a powerful character and you want her to take control. You'll see a little bit more of that in this game."
...Faith's Creed?
Judging by the combat gameplay shown in the reveal I think it's gonna be considerably improved, so I don't mind if there's a bit more combat thrown in the equation along with the free running. And no, by the looks of it it isn't gonna be easy mode a la Assassin's Creed
Yes, shooting being optional is very important, though I admit I had to shoot my way down those stairs in one of the last few levels, I was so bad at combat
I think I'm gonna replay the game soon and apply myself to it (the combat)
I hope the "optional" aspect will be implemented as only occasional chances, ie you intercept enemy's arm (with weapon) and for a short time (until clip is emptied) you can shoot around, using enemy as a "shield". Ability to carry weapon is... meh. It means they are going to design levels and battles keeping in mind that you can use it if you want, so, even if it will be "optional" it still wil affect the game and its mechanics a lot.
I hope the "optional" aspect will be implemented as only occasional chances, ie you intercept enemy's arm (with weapon) and for a short time (until clip is emptied) you can shoot around, using enemy as a "shield". Ability to carry weapon is... meh. It means they are going to design levels and battles keeping in mind that you can use it if you want, so, even if it will be "optional" it still wil affect the game and its mechanics a lot.
If anything it could end up like you described, since that was how it worked in the first game. You disarmed an enemy and could use their weapon until the clip was empty, then Faith tosses it.
IIRC in the first game PhysX was used only for for glass and cloth and it worked really nice and weren't so annoying.
This. If it is implemented similarly to ME1 then I'm all for having it.
EDIT: now that I think it, ME1 was Unreal Engine 3 (?), this time around it'll be Frostbite 3 so my guess is no PhysX but DICE's own physics, particle effects, etc.
Frostbite uses Havok. If BF4's campaign won't use similar effects I don't think ME will either.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
IIRC in the first game PhysX was used only for for glass and cloth and it worked really nice and weren't so annoying.
This. If it is implemented similarly to ME1 then I'm all for having it.
EDIT: now that I think it, ME1 was Unreal Engine 3 (?), this time around it'll be Frostbite 3 so my guess is no PhysX but DICE's own physics, particle effects, etc.
The glass was okay in Mirror's Edge and the billowing materials were okay too, it was only when you get up close to the them that the absurdity of PhysX hits you in the face; they have no weight or tensile strength, Faith just walks right through banners that tear apart like soggy tissue paper
IIRC in the first game PhysX was used only for for glass and cloth and it worked really nice and weren't so annoying.
This. If it is implemented similarly to ME1 then I'm all for having it.
EDIT: now that I think it, ME1 was Unreal Engine 3 (?), this time around it'll be Frostbite 3 so my guess is no PhysX but DICE's own physics, particle effects, etc.
Keep in mind that PhysX can be attached to any engine so it is still an open question (altho, it makes a little sense to replace already existing).
sabin1981 wrote:
The glass was okay in Mirror's Edge and the billowing materials were okay too, it was only when you get up close to the them that the absurdity of PhysX hits you in the face; they have no weight or tensile strength, Faith just walks right through banners that tear apart like soggy tissue paper
Well, they constantly improving PhysX, as you can see in Metro:LL - cloth was very nice, especially that part where Smith removes it from the car.
Last edited by Kein on Thu, 13th Jun 2013 14:34; edited 1 time in total
Replacing the physics engine for one game misses the point of investing in one internal engine for all EA games so I don't see that happening.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
So I commented on Solar Fields Facebook and asked him if he will do the next OST. He said " No Comment" so better than no I guess hopfully he's working on getting it now.
So there's a chance.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Point of the game is parkour. So if you start on the ground you gonna have to run 50 flights of stairs? Is the whole open world on rooftops? So the entire city is full of big buildings a jump away? It's all connected? Some buildings are full of bad people and some are? So you run between buildings?
I liked the level design in mirrors edge. It was quick, it was fast and it was tight. Going open world will remove the quick, fast, tight aspect.
Do open world for a sanbox mode where you can run and parkour and fight of swarms of bad guys at will. But for story based... it's gonna be a linear game with open world aspect so a lot of side quests of hopping from one building to the next to deliver a package... call in a chopper to move to another location, go to the sewers to find a tormented rat and bring it back to some sciencey guy so he can cure cancer.
Open world sounds nice, but it just can't work in a game where it's about speed, tension and choice. You'll just run around the big swarm of bad guys and sneak into the big baddy base and poof mission complete. Then escape and run four to five buildings away because you know... baddies can't invade other buildings. Or can they...
So side quests, linear story, explore the rooftops of some tight sim city, lose the quickness, the tension, the fast gameplay... yop we got a winner here.
Every game next gen is gonna be open world cause that's what GTA players want.
I can take it or leave it, to be honest, I have absolutely nothing against a tightly guided game if it's done well -- stuff like Max Payne, Remember Me and Binary Domain. They were great and while Remember Me was a TOUCH too linear, it still felt really enjoyable to play. Mirror's Edge, on the other hand, would have greatly benefited from more traversal options - because it really was one of those "you can go anywhere you want, but there's only one true path" titles, making it feel more restricted.
Noone ever said anything about quests, that's not what open world means.
No but it's a selling feature for open world games. \o/
Having that freedom of parkour is nice, but who knows how far they'll go with that or if they'll even go far enough.
Noone ever said anything about quests, that's not what open world means.
No but it's a selling feature for open world games. \o/
Having that freedom of parkour is nice, but who knows how far they'll go with that or if they'll even go far enough.
I just hope they don't simplify the mechanics to make movements "more dynamic and seamless", leading to an Assassin's Creed in 1st person perspective.. where platforming is just a secondary aspect, and not challenging at all. That would suck :<
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