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Author Topic: Mirror's Edge  (Read 2753 times)

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Royal☭

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Re: Mirror's Edge
« Reply #40 on: September 19, 2009, 08:03:31 PM »

It also needed less linear map design.  The game cribbed pretty hard from Half-Life in a few spots.  I also felt like the in-betweens of levels would have been a good time to let the player loose in the city.  Also the plot felt like brickwalls to the frantic gameplay.

Bal

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Re: Mirror's Edge
« Reply #41 on: September 20, 2009, 12:51:00 AM »

Less linear levels would have been nice, although time trialing levels has taught me that what appeared to be fairly linear levels really weren't as much as I though. The use of the gobsmackingly gorgeous in-game engine for cut-scenes rather than Flash 6 would have been a good call too, I think, though for the life of me I can't give a shit about the story in any case. They had a lot they tried to do in this game, and I think the crucial thing is that they at least succeeded in creating a first person free-running simulator that works incredibly well. I now want them to make a very good game out of it.
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