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Mirror's Edge: Catalyst - new previews/videos - Closed Beta begins April 22-26th

A-V-B

Member
Jun 10, 2013
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I want to be enthusiastic about it, but it's hard not to feel some disappointment. Instead of doubling down on the clean aesthetics, full first person animations, and weighty combat they've instead gone through unnecessary compromises, visual cues, and gated skills. The first game wasn't overly complicated to require any of this.

Here's the pitch session at EA years ago, whadya wanna bet.

"We wanna make Mirror's Edge 2!"

"no."

quick regroup

"We wanna make an open world XP-driven game using the Mirror's Edge IP!"

"oh, that's what you meant! why didn't you say so!"
 

Blizzard

Banned
Jan 23, 2008
36,028
0
0
Well, it's either that or vomiting so it's lose-lose
I get horrible motion sickness in real life, and motion sickness from head bobbing in STALKER...but the ORIGINAL Mirror's Edge roll flip in first-person didn't even phase me that I remember. An option would be nice to turn off the 3rd-person takedown thing but I doubt it'll happen.


More thoughts:
  • Faith's new voice strikes me as weird / jarring. I guess I'll get used to it.
  • The world looks good. Looks like they held back on using CA except when you get hurt, so it's not overpowering.
  • Finally, unedited parkour video. Running around without guards looks great though I prefer the original game's roll (I know, lost cause).
  • I really hope we can turn off the social popups and "ok the server's back online" messages.
  • I don't have a smartphone so hopefully social stuff works with a website or the game itself, if I do use it.
  • I'll be turning off runner vision or using classic mode. I'm happy they made it an option.
  • Skill trees? I dunno, could be ok. I'm not too scared of that yet.
 

nynt9

Member
Jun 7, 2013
10,858
2
620
Incredible... not only is rolling locked behind EXP, but so is quick turn, coiling, hanging on pipes and wires...

I might understand if we started the game with Faith as a little kid or something, but this? What IS this? Gotta grind side missions and do what I can only assume is the MrE equivalent of finding chests and collecting feathers, just to play the game the way it's meant to be played. So the game world's gotta be designed around unlocks now, right?! The fuck!?
This is incredibly disappointing. Completely antithetical to the first game.
 

jem0208

Member
Jul 17, 2013
11,386
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395


Health bars above their heads? A detection meter? I don't know why either of these things are necessary.

So far I'm not really liking the visual direction either. Instead of being a near futuristic setting that's closer to reality, it's gone a little over the top and become almost Sci-Fi.

I have no idea why they would lock Faith's movement abilities behind a Skill Tree. I'm pretty disappointed from what I've seen.
That's not a detection meter, it's a radar.


Also the art style is fantastic, just like the original.
 

NaDannMaGoGo

Member
Oct 31, 2013
6,201
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It's even worse than I anticipated. So stupidly over the top and it took 6-7 seconds for that entire finishing sequence to be over until you can move again. Bad. So, so bad.

Besides, whether this is a reboot or not, Faith worked well because she was a bit more of a low-key character (and so was the story). This finisher alone gives me the impression that she's some always-in-the-spotlight bad-ass. Doesn't help that most of the shown dialogues or cutscenes in general were bad.
 

A-V-B

Member
Jun 10, 2013
9,759
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It's even worse than I anticipated. So stupidly over the top and it took 6-7 seconds for that entire finishing sequence to be over until you can move again. Bad. So, so bad.

Besides, whether this is a reboot or not, Faith worked well because she was a bit more of a low-key character (and so was the story). This finisher alone gives me the impression that she's some always-in-the-spotlight bad-ass. Doesn't help that most of the shown dialogues or cutscenes in general were bad.
Still wondering if we'll get the insane twist that Faith Connors is actually The Chosen One as prophesied by the First Runner in the Before Time.

Wait this comes out in May? Much sooner than I thought. I swear this had an August release date.
You're thinkin' Deus Ex :p
 

jett

D-Member
Jun 6, 2004
98,879
3
1,765
That excessive tutorial is really unnecessary, as is the ridiculous runner vision. I dunno, I'm not sure I'm feeling this game now. I really don't like the focus on story and the whole unlocks deal (really, the roll?).
 

MarquesZero

Member
May 22, 2014
514
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São Paulo - Brazil
www.SCUB.info
Deeply disappointed for what i've saw. It makes me feel dumb, there's literally an line that you follow to complete the mission. ARE WE THAT DUMB? Or is the level design not that good and poeple didn't know where to go? Is this Fable now? Come on.

Either way, i was hopefull, now i'm just concerned. Unlockable skills? Health bars on enemies when the combat doesn't fit that? Really? WHAT IS THIS.

I would never disable any tips and cues that devs put in games, i think is part of their vision, but in this case is deeply distracting and just dumb. Let people find their ways trough the city!

My hype was diminished and that sucks.


EA what have you done... AGAIN.
 

A-V-B

Member
Jun 10, 2013
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I suppose I worded it wrong. It's a detection meter that detects enemies.
It also seems to have, like, a momentum meter or something? Or a health meter? Or a hybrid?

I don't know. I'm starting to not care too much. I do know this ain't a 60 dollar purchase anymore. If I get it, I'll wait for it to drop to 35 or 30 or something. So I might check it out in about a year.

This is kinda depressing to me because before all this shit came out, I was an evangelical, praying for the glorious resurrection of the series. Now it's like... well, hey, whatever, another franchise to throw on the pile. I'll get around to it someday.
 

Arklite

Member
Nov 30, 2010
3,709
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Despite the gating and hand holding the parkour aspect still seems in tact for the most part. The combat still needs work though. That "two for one" knock down looks rough, like the guards suddenly turn into tumbling wooden puppets.
 

GustyGardens

Banned
Feb 1, 2013
5,222
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Los Angeles
I'm mega psyched for this, and I'm pretty sure I signed up for the beta when the link was posted here. I'm not actively avoiding footage, but I haven't seen a thing yet and that's pretty cool.
 

Sax Russel

location: beach
Jun 10, 2004
4,505
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Well, if you can turn off that guide trail, the health bars, and the long take down animations... looks great!
 

Blizzard

Banned
Jan 23, 2008
36,028
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Well, if you can turn off that guide trail, the health bars, and the long take down animations... looks great!
I'm almost certain you can turn off the guide trail -- choosing the trail, the classic red highlight, or nothing.

The rest we don't know yet.
 

Arion

Member
Jun 13, 2013
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I'm not too worried about having a skill tree. Without it there wouldn't be any incentive to do side missions and that be a point of criticism some might bring up. The game still looks fun to play so I'm still excited.
 

A-V-B

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Jun 10, 2013
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I'm not too worried about having a skill tree. Without it there wouldn't be any incentive to do side missions
Have we, like, forgotten that the incentive to play games is that they're fun?

Why do we need to trick people into playing games?
 

MarquesZero

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May 22, 2014
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Have we, like, forgotten that the incentive to play games is that they're fun?

Why do we need to trick people into playing games?
There are many ways to incentive the player to keep going, but some devs/publishers choose the cheap side.

Mirror's Edge got generic features to "make it sell more", because "open world RPG sells!! health bars, experience points, skills and an obvious red trail showing where to go!"

god damnit EA
 

Arion

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Jun 13, 2013
2,394
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Have we, like, forgotten that the incentive to play games is that they're fun?

Why do we need to trick people into playing games?
That's not my point. Side missions, usually in open world games, can be as fun as every other part of the game but if they don't have some sort of upgrade incentive it usually becomes a point of criticism. Dice most likely implemented a skill tree to deter this type of criticism. Personally even if a game doesn't have an incentive to do side content I will still do them if they are enjoyable.
 

A-V-B

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Jun 10, 2013
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That's not my point. Side missions, usually in open world games, can be as fun as every other part of the game but if they don't have some sort of upgrade incentive it is usually becomes a point of criticism. Dice most likely implemented a skill tree to deter this type of criticism. Personally even if a game doesn't have an incentive to do side content I will still do them if they are enjoyable.
I get it what you're saying, but it's like putting a skill tree in Super Mario Bros. It eats into the concept of the game being skill-based.

"Here are the tools, you have them all, so now here's a world that challenges you to use these tools. Go."
 

Wowfunhappy

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Jun 2, 2013
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Incredible... not only is rolling locked behind EXP, but so is quick turn, coiling, hanging on pipes and wires...

I might understand if we started the game with Faith as a little kid or something, but this? What IS this? Gotta grind side missions and do what I can only assume is the MrE equivalent of finding chests and collecting feathers, just to play the game the way it's meant to be played. So the game world's gotta be designed around unlocks now, right?! The fuck!?
Wait, what? WHAT?

...this is NOT okay. I am NOT okay with this. No.

That's not my point. Side missions, usually in open world games, can be as fun as every other part of the game but if they don't have some sort of upgrade incentive it usually becomes a point of criticism. Dice most likely implemented a skill tree to deter this type of criticism. Personally even if a game doesn't have an incentive to do side content I will still do them if they are enjoyable.
This is why I don't like side missions. For that matter, it's why I don't like XP.

I have limited amounts of free time. If I'm playing a game, it's because I find the game intrinsically rewarding. The moment a developer has decided "I need to have an upgrade system in order to incentivize play," I'm not on board.
 

Ushojax

Should probably not trust the 7-11 security cameras quite so much
Nov 1, 2009
27,317
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Seems like the core gameplay is quite different to the first game, there are a lot of awkward transitions rather than a free flow between movement and combat.

This game was always going to get EA-ized so I was prepared for this. Hopefully the game still captures that contrast between the adrenaline of chase sequences and the serenity of exploring the rooftops. I can tolerate some changes if it still evokes that Mirror's Edge feeling, although locking basic skills away seems utterly stupid.
 
Dec 10, 2013
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Well shit basic mechanics being locked behind an XP/level wall, ffs, still getting it but this is putting and dampener on the game for me that I can't play it how I could in the original game from the start instead of this open world bollocks "abilities".
 

A-V-B

Member
Jun 10, 2013
9,759
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Wait, what? WHAT?

...this is NOT okay. I am NOT okay with this. No.


This is why I don't like side missions. For that matter, it's why I don't like XP.

I have limited amounts of free time. If I'm playing a game, it's because I find the game intrinsically rewarding. The moment a developer has decided "I need to have an upgrade system in order to incentivize play," I'm not on board.
Behold.



Check out how far down the tree it is, too.
 

Neoleo2143

Member
Dec 21, 2015
6,692
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The amount of disappointment I have right now is immense. XP skill bars instead of level design and momentum breaking animations. Its like the antithesis to what Mirror's Edge is. XP bars are everywhere do something else to facilitate progression please. It's pretty much only UC4 and Star Fox Zero (Hell even Guard has an XP bar, though in that case its intended to get the player to actively do things like skillfull things like Sniping and switching cameras in unique matters and killing all the enemies, which complicates the level design a bit), that don't do this in the upcoming games soon. Why?
 

Dweebo

Banned
Mar 20, 2015
184
0
0
Loved the first game, but something about this one feels like it'll be "run forward and press A" the entire time. Maybe that's how the first one was as well and I just have nostalgia for it.
 

A-V-B

Member
Jun 10, 2013
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Loved the first game, but something about this one feels like it'll be "run forward and press A" the entire time. Maybe that's how the first one was as well and I just have nostalgia for it.
Nah, original Mirror's Edge gave you quite a bit of control. It's why speedrunners liked it so much.
 

Wowfunhappy

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Jun 2, 2013
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It's in the exploration video, but they've tweaked it. Now instead of feeling the world roll around you, it's like Faith "edits" the full roll out. It's a little disorienting because it messes with perception. I know they did it to cut down on motion sickness, but...
Do you happen to have a timestamp? I'm really curious to see this but worried about spoilers.
 

Blizzard

Banned
Jan 23, 2008
36,028
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I get it what you're saying, but it's like putting a skill tree in Super Mario Bros. It eats into the concept of the game being skill-based.

"Here are the tools, you have them all, so now here's a world that challenges you to use these tools. Go."
On the flip side, games like Super Metroid and Wario Land 2-3 have been long, rich experiences that gated off certain areas because of moves. Until you got the super butt smash, you couldn't go certain routes.

Same with Gaucamelee -- it's skill-based but your skills keep improving.

Now Catalyst may not be an awesome metroidvania, but even as a hardcore Mirror's Edge fan I'm giving that particular aspect the benefit of a doubt.
 

Arion

Member
Jun 13, 2013
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I get it what you're saying, but it's like putting a skill tree in Super Mario Bros. It eats into the concept of the game being skill-based.

"Here are the tools, you have them all, so now here's a world that challenges you to use these tools. Go."
I don't think it's as binary as that. A game can be skill-based and still have a skill tree/up grade system. Bayonetta, DMC and most character action games are regarded to be very skill based but they all have upgrade systems with move sets locked behind them. The inclusion of a skill tree can also be a way to slowly introduce the game systems to the players and not overwhelm them from the get go. The original ME had no skill tree but it was also a much smaller game.
 

Comfort Jones

Banned
Sep 8, 2013
3,244
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Behold.



Check out how far down the tree it is, too.
Yet another game falls victim to completely unnecessary upgrade systems.

This is a really goofy game to choose to follow dumb game trends but I guess that's to be expected from anything under EA at this point. I don't think this IP will ever reach its full potential tbh.
 

Wowfunhappy

Member
Jun 2, 2013
6,845
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Behold.



Check out how far down the tree it is, too.
If it all possible, I will be using cheatengine to unlock all the skills from the start. I just hope this doesn't result in sequence breaks or something like that.

It also means waiting until a few days after release for someone to make a cheat table, which is going to be really, really difficult.