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[CVG]EA: Mirror's Edge 2 must grow franchise audience - Page 5

post #41 of 61
Quote:
Originally Posted by mejobloggs View Post
Hmmm a bit worried about this. Most producers seem to think "making it great" = "making it more like COD"
How do you define "Great"?

I can guarantee that devs and producers consider a game "great" if it churns out maximum profit for minimum investment, such as the CoD series.
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post #42 of 61
Quote:
Originally Posted by th3l4st0ne View Post




Could be interesting. just thios fact of feeling free could maker an awesome sandbox game. Jump from roof to roof, find some stuff, etc.

There could be some items that you could find and equip before mission (one of those anti-runner kit that could help you take more hits but would slow you down and force you to find alternative paths, shoes the makes you accelerate faster but makes you turn slower because of the grip, etc).
I noted catching yourself when thrown off a building in a later point, and if you were clever with map design, multi-tiered buildings would make the likelihood of killing someone lower - as the sub-optimal paths would be lower down, so you'd only end up on them if you made a mistake, or got pushed there.


I like the idea of a semi-sandbox feel to the game, but the "structuredness" was part of why it worked well as a game.

I'd consider keeping real track of damage to limbs etc with real modelling - so landing badly on a leg will slow you down and running on it might make it worse, while resting it could give you enough strength to make a big jump on it before having to rest it again. Regular (or semi-regular) breaks in the campaign, with time to heal, and an option to make it less vicious for those who want to play on an easier difficulty would round it out quite nicely.
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post #43 of 61
Multiplayer. The end.
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post #44 of 61
Quote:
Originally Posted by Korlus View Post
I noted catching yourself when thrown off a building in a later point, and if you were clever with map design, multi-tiered buildings would make the likelihood of killing someone lower - as the sub-optimal paths would be lower down, so you'd only end up on them if you made a mistake, or got pushed there.


I like the idea of a semi-sandbox feel to the game, but the "structuredness" was part of why it worked well as a game.

I'd consider keeping real track of damage to limbs etc with real modelling - so landing badly on a leg will slow you down and running on it might make it worse, while resting it could give you enough strength to make a big jump on it before having to rest it again. Regular (or semi-regular) breaks in the campaign, with time to heal, and an option to make it less vicious for those who want to play on an easier difficulty would round it out quite nicely.
The wound idea is a good proposition but I don't think it would work well. For example: when freeroaming, you hurt yourself when landing on a roof and the next roof cannot be reached unless you go full speed, which you can't anymore. And then during the campaign, either the paths will be easy when in good state to make sure you can still go trough when hurt or as soon as you are hurt you got to find another way to the objective and if the case is the same as in freeroaming, you'd better be creative and barely manage to get there without having some cops shooting you before.
post #45 of 61
Mirror's Edge is awesome, I would love a sequel. I don't see multiplayer going very well with it, though. What would you do? Race? It would be awesome if the character wore Soap shoes to grind on rails.


Quote:
Originally Posted by MushkinNick View Post
Road Rash is the last EA game I can think of that I liked.

They need to re-make Road Rash.
Not sure how many have seen this. It's not Road Rash, but it's what a new Road Rash would look like.

http://www.youtube.com/watch?v=tvHz2...embedded#at=24
Edited by Stealth Pyros - 3/3/11 at 6:26am
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post #46 of 61
Quote:
Originally Posted by Stealth Pyros View Post
Mirror's Edge is awesome, I would love a sequel. I don't see multiplayer going very well with it, though. What would you do? Race? It would be awesome if the character wore Soap shoes to grind on rails.




Not sure how many have seen this. It's not Road Rash, but it's what a new Road Rash would look like.

http://www.youtube.com/watch?v=tvHz2...embedded#at=24
Yep! Found that on a Google search and teared up a little. Some of my fondest childhood memories involve Road Rash/Road Rash 2/Road Rash 64.

EDIT: Also:
Edited by MushkinNick - 3/3/11 at 6:46am
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post #47 of 61
Quote:
Originally Posted by MushkinNick View Post
Yep! Found that on a Google search and teared up a little. Some of my fondest childhood memories involve Road Rash/Road Rash 2/Road Rash 64.

EDIT: Also: http://www.youtube.com/watch?v=kFkxYUxxtD4
Same here. I never played the PS/64 Road Rash games but I had all of them on Genesis and I loved that game.
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post #48 of 61
Quote:
Originally Posted by th3l4st0ne View Post
The wound idea is a good proposition but I don't think it would work well. For example: when freeroaming, you hurt yourself when landing on a roof and the next roof cannot be reached unless you go full speed, which you can't anymore. And then during the campaign, either the paths will be easy when in good state to make sure you can still go trough when hurt or as soon as you are hurt you got to find another way to the objective and if the case is the same as in freeroaming, you'd better be creative and barely manage to get there without having some cops shooting you before.
I understand your concerns, but my main point is having more routes through a level. The idea being that the harder a route is, the quicker it'll get you there (a risk/reward sort of thing).

If you get injured, you can either continue trying to make your way along the harder areas, and simply risk more by doing it - i.e. if you've injured your leg, you'll have maybe three good steps and a jump on it at full speed. That'll still be enough to make it over most jumps, but you might have to catch yourself if you don't quite make it. If you'd've needed to catch yourself anyway because the jump was too far, you wouldn't make it. If you also throw in "safe zones" where you can rest and administer some rudimentary first aid treatment to get your body parts back to at least a semi-injured state, it'd make the game playable, and at times, more interesting, as you add the emphasis not to get hurt as well as to just barrel through the game.

Of course, you should add the ability to scale this back so the game doesn't get too hard, but part of the idea of freerunning is doing it without damage to yourself. I cringed every time I took a long fall and didn't land properly in Mirror's Edge 1, but that's all I did. It didn't hurt and it didn't slow you down.

If you have say three stages of injury per appendage:
1) Hurt
2) Badly hurt
3) Almost unusable

Let's take a leg for example - if you hurt a single leg, you can still jog on it well, but really strenuous running and any jumping will be painful.
While in this state you can make a few "good" steps while running and just one jump. If you take too many steps before the jump, you'll set it back to being badly hurt, and after a number of steps while sprinting (somewhat random, say between 5-15) it'll give way.

If a leg gives way on you, or you land poorly on it, or you jump after putting too much strain on it, it'll worsen in condition.

That means that while hurt you can still perform as well as when not hurt, but really have to take care with it.

When badly hurt however, sprinting on it will instantly make it worse and any strenuous jumping on that leg will drop it to being almost unusable.

At this point, finding a safe zone and taking a breather for five minutes (probably just fade out/fade back in again), will return it to just "hurt".

However, if you get don to it being almost unusable, you can only limp. You can't run or jog, but can sit down almost anywhere and bandage it up heavily. Ten minutes of resting later, it'll be badly hurt, and will not heal back to being "hurt" until the next major gap in gameplay (e.g. change in levels).

You can only heal back to being unhurt from being hurt... which equates to healing "up" one rank from where you are currently at.

This means that if your leg were to ever get to being almost unusable, you'd need a ten minute break between jumps, as you'd constantly be going back towards it from badly hurt. Basically, if you let your leg get to being almost unusable, it really is "almost unusable". Other than that, playing the game should still work about as well as normal, since you can get back to being hurt, or just fine, and either lets you jump and sprint.



Of course, as I said, the ability to soften this - such as by allowing healing back to uninjured would make it more playable for those on an easier difficulty, but if you throw in the accurate movement and camera bob that Mirror's Edge 1 had, I think that some kind of versatile damage system could have great potential. Particularly if you include more actions requiring the arms. An arm injury could basically prevent you from climbing anything over a short distance.
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post #49 of 61
Quote:
Originally Posted by MushkinNick View Post
Yep! Found that on a Google search and teared up a little. Some of my fondest childhood memories involve Road Rash/Road Rash 2/Road Rash 64.

EDIT: Also: http://www.youtube.com/watch?v=kFkxYUxxtD4
I love you (no homo)

That, right there, are some of the best memories i have ever had


Also, regarding a sequel, i'm worried at the prospect of this being a Kinect/Move game...
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post #50 of 61
I never really liked this game. Gameplay was to difficult to get used to, and seemed like it should have been dumbed down to make it more streamlined. The concept is there, but it needs a better story, the original story seemed hokey.

I loved the contemporary/ modern graphical style though.
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