Mirror's Edge

  • Thread starter Moglet
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Moglet

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Moglet
Did anyone else pick this up today? At first it plays well and flows well too, but after the 1st act it just goes downhill.

I would recommend you avoid it unless you want a controller through your TV, the physics and controls are beyond hopeless and in a game where every leap and jump matters they really shouldn't be as shoddy as they are. I've been playing the game for 2 hours so far and I've had to restart a section due to a fall that wasn't my own fault at least 30 times, and I'm playing it through on easy, too.

I'm totally stuck at one part purely because the controls don't react well enough to let me get where I need to go. And don't even get me started on the 'combat'....👎
 
I liked the demo, but look.

FarCry 2, Fallout 3, Left 4 Dead. I don't have enough money for Mirror's Edge right now. Can we get a little bit of pacing with these releases, please?
 
"Excellent potential inevitably crushed by poor decisions and rushed development cycles" should be EA's motto.

To me, the demo was giving off warning signs in its extreme linearity and brevity, and the control scheme made sense in theory but was kinda stupid in practice. I was initially really excited for this game, but now I think I'll just play it after a friend of mine gets it. Thanks for the heads-up on its clunkiness.
 
I also love the idea, but after playing the demo I knew this wasn't for me. Might purchase it when it's below £20 (which I don't think will be too long).
 
I felt the problems that sat with me on this game were the overly whiteness of the environment was kind of bland and I struggled to see potential for longevity in the title.

It doesn't appear to have any replay value to it in my opinion.
 
It doesn't appear to have any replay value to it in my opinion.

The replay value of the Mirror's Edge seems to be based on the time-trial mode, which eliminates the "Runner's Vision" (the red objects suggesting how to interact with the environment), effectively making the gameplay a less linear experience.

I really did like the demo and the idea of the game in general, and the perspective is handled very well (as in even though it's first person, I never felt disoriented as to what I was doing). But they should have waited to release this; it's a subtler experience that's going to get lost in the tsunami of blockbusters released for the holiday season.
 
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My friend bought it now, and I can see exactly what Moglet meant. For the most part the game works well, but in certain sections (particularly when climbing pipes, swinging from flagpoles/bars, or grabbing ledges) the game chokes up on itself. Sometimes you'll do the right thing and make it the first time. Sometimes you'll do the right thing, run smack into the object you're supposed to grab, and fall to your death.

The problem is that the ways you can interact with objects are even more limited than the paths you can take (which are still extremely linear, as far as I've seen), and if something doesn't work, there's absolutely NO indication of whether or not you're attempting it the right way. For example, I couldn't for the life of me figure out how to climb over this one stack of boxes, so I kept running around, looking for another way over the fence I had to pass. After a while, I realized that if I had walked three feet to another side of the stack (exposing myself to gunfire), THEN the game would allow me to climb it!

Quite frustrating, but I'm used to games that are poorly put together (Sega, I'm looking at you), so I think I'll enjoy it.
 

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