I got my Xbox back a while ago after a prolonged period of separation, and after finishing Portal twice, I decided to boot up Mirror's Edge.
Now, Mirror's Edge is one of my favourite games ever. I will be the first to admit that it has some flaws, but the core mechanic, the aesthetic and even the story [until the end, in any case] are almost perfect.
Where the game falls flat is execution; free-running is as much about flow and improvisation as it is about feats of athleticism, and whilst Mirror's Edge caters to the latter with a variety of alternate routes, the sense of flow is severely hampered the fact that Faith plummets to an untimely and crunchy death with a monotony that tested even my patience at first. That, or she's clubbed to death by an overzealous Blue..
Anyway, how would you have fixed these issues? I can't really think of anything other than a sort of isometric mini-map showing the topography of wherever you are, or a series of visual cues that extend beyond the bright colouration of certain objects in the actual game. As for the combat, I think a block, dodge and parry mechanic would have reduced the number of headaches, with the three face buttons representing each move.
Also, am I alone in thinking that the game would have benefited from having cel-shaded graphics during the gameplay as well? The intro, where you see the city from a first-person perspective in a cartooney style looked amazing.
Anyway..um..Discuss!
Now, Mirror's Edge is one of my favourite games ever. I will be the first to admit that it has some flaws, but the core mechanic, the aesthetic and even the story [until the end, in any case] are almost perfect.
Where the game falls flat is execution; free-running is as much about flow and improvisation as it is about feats of athleticism, and whilst Mirror's Edge caters to the latter with a variety of alternate routes, the sense of flow is severely hampered the fact that Faith plummets to an untimely and crunchy death with a monotony that tested even my patience at first. That, or she's clubbed to death by an overzealous Blue..
Anyway, how would you have fixed these issues? I can't really think of anything other than a sort of isometric mini-map showing the topography of wherever you are, or a series of visual cues that extend beyond the bright colouration of certain objects in the actual game. As for the combat, I think a block, dodge and parry mechanic would have reduced the number of headaches, with the three face buttons representing each move.
Also, am I alone in thinking that the game would have benefited from having cel-shaded graphics during the gameplay as well? The intro, where you see the city from a first-person perspective in a cartooney style looked amazing.
Anyway..um..Discuss!