Industry-requisite "totally original, just like this other game" moment aside, it's refreshing to hear that they're considering that option. I just downloaded Mirror's Edge during the $5 Steam sale, and while the freerunning is fantastic, the combat is a source of limitless keyboard-bashing frustration. (Especially when they introduce the ninja assassin opponents, and it becomes brutally apparent that the combat system was never designed to handle unarmed enemies.)CantFaketheFunk said:[Riccitiello:] "Or [you could say]: This was never about guns. It was about its stark originality. Maybe we can back away from some of those [older] things... and emphasize the smooth play and puzzles and move it toward, if you will, a Portal."
It makes story sense that the character sucks in any combat beyond a quick surprise takedown, so gameplay should center on the stronger escape and evasion mechanics. Instead, the frequency of combat bottlenecks gave me the impression that the level designers had some sort of amnesiac fit and thought they were working on a Half-life episode.
It's actually a bit heartening to hear a subtle suggestion that the heavy combat was shoehorned in because execs wanted to go with what worked in other games. If the designers warned that everyone would hate that, and then reviews and sales backed them up in such a big way that the CEO took notice, the sequel might just be the game the original should have been.