Mirror's Edge gets a big boost from nostalgia goggles. It's not that good. Interesting gameplay but there are tons and tons of design decisions that mess up the gameplay.
Mirror's Edge gets a big boost from nostalgia goggles.
Mirror's Edge gets a big boost from nostalgia goggles. It's not that good. Interesting gameplay but there are tons and tons of design decisions that mess up the gameplay.
That's crazy talk. Mirror's Edge is a game people play and enjoy to this day.
That's crazy talk. Mirror's Edge is a game people play and enjoy to this day.
Mirror's Edge gets a big boost from nostalgia goggles. It's not that good. Interesting gameplay but there are tons and tons of design decisions that mess up the gameplay.
It's kinda the opposite isn't it? A game that received a fair amount of stick when it came out, but over time has seen its reputation improve and its cultdom grow. I believe this is a significant reason as to why it got a sequel in the first place.
For this to make any sense there would have to be games that have remotely tried to do the same thing (there are first-person platformers since, but they're mostly designed to be much simpler with the platforming as a transition between other things rather than the central mechanic). Never mind that a lot of people who love Mirror's Edge have played through it many times since release.
In terms of pure parkour gameplay I don't see any game matching it.
Oh look this stupid argument again. If I can go and play it right now and its good, its not nostalgia. And spoiler alertMirror's Edge gets a big boost from nostalgia goggles. It's not that good. Interesting gameplay but there are tons and tons of design decisions that mess up the gameplay.
The correct answer is A. "Correct" as in, I'm pretty sure that's how the game was designed to be played.
This follows a discussion I had in another thread: if your favorite part of the original Mirror's Edge is trying to find paths through the environment, you probably won't like Catalyst that much. There are certain sections with environmental puzzle solving, but they aren't particularly common. Turning Runner Vision off or to "Classic" solves this problem, but makes the open world overly annoying to navigate IMO.
However... this actually solved a major problem in the original game, one that probably didn't bother super dedicated players too much but was definitely an issue for more casual players. Dying because you tried to run away, but didn't know where to run too, feels unfair. If you go back and look at reviews of OG Mirror's Edge (which were decidedly mixed), you'll see that a key complaint was "trial and error gameplay." This is where the trial and error comes from.
Catalyst decided to strip that all away. It tells the player where to go so that he or she can focus on the execution. I think it worked brilliantly, and although I can understand why others might not feel the same way, I do think it's important to approach the game with the right mindset. In other words, don't expect Mirror's Edge Catalyst to be something it's not.
Edit: And yes, I realize this defeats the purpose of an open world. Catalyst isn't really an open world game, at least not for the duration of the main story. And I think that's for the better.
The open world *very rarely* had you moving consistently between areas. Generally, you'd reach a new area, and all missions at that point would generally be contained therein. If you needed to head back to the tech girl or the main base for some reason, you fast traveled.
Within time trials and side missions, the beginning points and end points tended to be in the same region, and discovering the most efficient routes to take was absolutely a major part of success. Discovery, execution, refinement.
I mean, to me, this is akin to getting mad at the warp stars in Super Mario Galaxy because *this game is about jumping, and I want to jump to planet to planet*. Traversal is the mechanic, not getting to a place. If you need to get to a place easily, and traversal isn't a great way to do it, you fast travel, and traverse when traversing is fun.I don't want to be fast travelling in a Mirror's Edge game. It's a game that focuses almost entirely on the joy of movement, and I'm supposed to exchange that for clicking a point on a map?
I'm the sort of player who switches objectives constantly; I'll do a main mission here, a side mission there, a challenge or time trial somewhere else, and I want to be able to run from one side of the map to the other, because this is a game about running places.
The trials and side missions had the right idea, but when your "open world" is broken up into ten pieces we're not expected to run between, how is that different from just picking one of ten levels to play from a menu?
The game parades around proclaiming itself an open-world game, despite barely using that aspect of itself, and even actively fighting players who try to do so themselves. You can definitely ignore it and follow that red line like a good player (which I ultimately ended up doing most of the time), but it's a bummer when the game could've either A) just done what the first game did, or B) actually used the open world in a way that made sense.
TGames can try to do something different and not be a masterpiece. I'm not sure what that even means. And I love a lot of games that aren't masterpieces so I don't think that holds any water either. I love, love, love the hell out of Gladiator Begins but I realize that doesn't make it a masterpiece. I think it has the most engaging and interesting crafting and fighting mechanics I've seen in a game ever but that it excels in some ways doesn't mean the overall experience is worthy of being called a masterpiece.
I'm not the one who said it's a masterpiece (and I agree it's too flawed as a whole to classify for that, although it's certainly top-tier in few areas). That wasn't the argument you made.
That's a pretty big claim. Do you have a source?
It's definitely not how the game's development was described in that Polygon feature.
Well, this is the really big flaw with the game. It SHOULD have been pure parkour gameplay (and I agree, it's unmatched there). However, they can't just let that gameplay be so they added a bunch of stuff to try to slow that down such as the gunplay, the ledge dangles and forced combat that really detract from the experience rather than being something interesting to break it up.
I know the OP mentioned this but he really undersold how distracting the combat is and how much it detracts from the game. It's a pretty short game in the first place and it's a pretty much omnipresent annoyance to have to deal with the police dudes and the forced moments are just not good.
I think it's a good game but calling it a masterpiece is overblowing it pretty hard.
I mean, to me, this is akin to getting mad at the warp stars in Super Mario Galaxy because *this game is about jumping, and I want to jump to planet to planet*. Traversal is the mechanic, not getting to a place. If you need to get to a place easily, and traversal isn't a great way to do it, you fast travel, and traverse when traversing is fun.
I admit, it mildly "breaks the illusion", a little bit, but if riding a horse with a sense of adventure is part of a game, then any fast travel would kill it, right? RDR, Witcher, whatever, all losing something.
If it's ten little mini open worlds, what's wrong with that? Each is still plenty large enough for exploration and route discovery in spades. (It's more like six, though.)
But if you're following the red path, the game is doing exactly what the first game did. Except with better set pieces.
Everything open world outside of the GTA series is absolute garbage.
The thing is, the reliance on gunplay and combat in the game is pretty much completely tied with the way the player choose to play. From what I recall, most instance of combat and gunplay are optional.
Played through it yesterday.
There are 6 non optional combat encounters
1. The tutorial
2. A single button press QTE at the end of3. A single shot with a sniper rifle at a slow moving veichleRopeburn
4. A boss fight
5. Inim pretty sure you have to take out a guard with a machine gunthe server room
6. The final moment/cutscene of the game.
Aside from that there are 2 areas where using the melee combat feels mandatory. Once on the boat, and once mid game where 3 swat enemies zipline down. Although that is possible to avoid
What about the parking garage?
Everything open world outside of the GTA series is absolute garbage.
Mirror's Edge gets a big boost from nostalgia goggles. It's not that good. Interesting gameplay but there are tons and tons of design decisions that mess up the gameplay.
Huge fan of the first, just beat Catalyst. The running remains great but the combat in this one was AWFUL. Wow, just awful. Music still good as ever, love the futuristic look and everything else. The first got a 9/10 from me, this one more of a 7/10. Its pretty decent and I'm glad I beat it, but they really butchered the combat hard.
At least Mario doesnt have bad combat. I liked the first few acts of original Mirrors Edge, but hated it when it came down to less platforming, more combat.Yes I'm sure Mario doesn't count as a masterpiece either, just look at that story/combat/length.
Mirror's Edge gets a big boost from nostalgia goggles. It's not that good. Interesting gameplay but there are tons and tons of design decisions that mess up the gameplay.
There isn't XP "Grinding" though... You unlock virtually everything just by playing the campaign, unlocking new abilities as the game design needs you to (ala Metroid Prime). Seriously. It's one of the least offensive open world games I've played in a long time, in terms of needless collectibles and content bogging you down. Also Ubisoft didn't make this game.When it was first announced, there was someone posting here involved in development. I asked if there was going to be XP grinding BS in Catalyst. Didn't get an answer of course, but deep down I think we all knew. What were the chances Ubisoft was going to release a game without unlock BS and open world elements.
Anyway, long story short, I love elements of both games, but I don't believe either one really nails what it set out to do. I can totally appreciate people being more disappointed with Catalyst, because the expectations for a sequel coming out eight years later are naturally higher, but I think it's nuts to act like there's such a huge gulf in quality between the two games. I think there is a masterpiece to be made by combining bits and pieces of both games, though. Maybe in another eight years Mirror's Edge 3 will finally hit the jackpot.
There isn't XP "Grinding" though... You unlock virtually everything just by playing the campaign, unlocking new abilities as the game design needs you to (ala Metroid Prime). Seriously. It's one of the least offensive open world games I've played in a long time, in terms of needless collectibles and content bogging you down. Also Ubisoft didn't make this game.
Another example of why open world games are lazy game design: most people don't actually want open world (non-directed) gameplay; they actually want either well-crafted linear branching experiences or well-designed explorable "mazes" (a.k.a. Metroidvania) in terms of level design.
Games like The Last of Us and the first Mirror's Edge exemplify the first and games like Bloodborne exemplify the second, respectively.
Everything open world outside of the GTA series is absolute garbage.