To make Mirror's Edge 2 better than Mirror's Edge:
1. Longer running sections through multiple levels of buildings
2. Make buildings more open
3. Point A to Point B, make your own path
4. Make running across a pipe faster, every single one of them broke the pace
5. Make Faith 100% unreliant on guns. That section where you had to destroy a server was utter crap, especially when I hadn't touched a gun up until that point and suddenly I had to take out heavily armoured foes with big machine guns...
6. Longer story: Having two or three extra Runners as playable characters that get drawn into the plot would work really well. The original gave you a small insight into the lives of the Runners. The second could really delve into the politics and motivations behind why the Runners exist, and having a few extra Runners would really give you the sense of being involved in a group rather than making you feel like one person against the world.
7. SERIOUSLY EA, DO NOT BRING GUNS INTO IT. We KNOW you want to broaden the appeal to different audiences, but that DOESN'T MEAN YOU NEED GUNS.
8. Keep the same voice actors. They sounded real, fresh and really gave the game a good vibe.
9. IF you plan on adding multiplayer, DO NOT let it detract from the main game. If you waste your resources on making a multiplayer game but it doesn't work out, and the single player is barely 4 hours long, everyone will be pissed. Multiplayer has potential if done correctly, races would work well IF you had more paths, though please keep Deathmatches the hell out of it. Hell, if you really want, take the Portal 2 approach and make a co-op campaign about a pair of Runners, set parallel to the main storyline. That would fit very nicely into the game.
10. Keep the aesthetic style. There were idiots who derided it for making it easy with the red hint system, but seriously, fuck them. It really put you into Faith's head, it showed you what Faith saw, it helped you connect with the character and it put you into the shoes of the Runner without much fuss. It meant that the momentum could really build up as you wouldn't have to stop every few seconds to figure out your next move. Without it, it wouldn't flow anywhere near as well.
1. Longer running sections through multiple levels of buildings
2. Make buildings more open
3. Point A to Point B, make your own path
4. Make running across a pipe faster, every single one of them broke the pace
5. Make Faith 100% unreliant on guns. That section where you had to destroy a server was utter crap, especially when I hadn't touched a gun up until that point and suddenly I had to take out heavily armoured foes with big machine guns...
6. Longer story: Having two or three extra Runners as playable characters that get drawn into the plot would work really well. The original gave you a small insight into the lives of the Runners. The second could really delve into the politics and motivations behind why the Runners exist, and having a few extra Runners would really give you the sense of being involved in a group rather than making you feel like one person against the world.
7. SERIOUSLY EA, DO NOT BRING GUNS INTO IT. We KNOW you want to broaden the appeal to different audiences, but that DOESN'T MEAN YOU NEED GUNS.
8. Keep the same voice actors. They sounded real, fresh and really gave the game a good vibe.
9. IF you plan on adding multiplayer, DO NOT let it detract from the main game. If you waste your resources on making a multiplayer game but it doesn't work out, and the single player is barely 4 hours long, everyone will be pissed. Multiplayer has potential if done correctly, races would work well IF you had more paths, though please keep Deathmatches the hell out of it. Hell, if you really want, take the Portal 2 approach and make a co-op campaign about a pair of Runners, set parallel to the main storyline. That would fit very nicely into the game.
10. Keep the aesthetic style. There were idiots who derided it for making it easy with the red hint system, but seriously, fuck them. It really put you into Faith's head, it showed you what Faith saw, it helped you connect with the character and it put you into the shoes of the Runner without much fuss. It meant that the momentum could really build up as you wouldn't have to stop every few seconds to figure out your next move. Without it, it wouldn't flow anywhere near as well.