That's a very good point, actually. In that sense, the game is very much akin to your average racing title, and there's absolutely nothing wrong with that. I think the story could have been dispensed with to a large degree, and replaced with multiplayer and time trials. Perhaps released as episodic DLC or something. An unorthodox approach, and a risky one, but the final product could have been a bit more polished as a result.Wayneguard said:The flow that you speak of comes after going through the levels a few times. If you play the time trial courses, after a while you get the damn things into muscle memory. That's when you truly get the free running "feeling". I wouldn't have changed anything. Mirrors Edge was perfect.
This is something that also occurred to me. I think the game could have used a bit more time in development, because there seem to be a lot of ideas in there that weren't utilised to their fullest extent. I think the original intention was for Faith to carry a sidearm, but they scrapped the idea because guns are too heavy in real life or something. The pistols used by the PK Runners seemed reasonably lightweight, though.Bob_F_It said:You know those fancy disarms Faith does in the loading screens? Those, because otherwise there's only one attack that doesn't involve a slugfest or shootout. And then don't slow things down so much when guns are used; shoot while running with light weapons (with terrible accuracy for balance), cap running speed with heavier ones but not to a stroll.
To be frank, it was only the combat that worked against it. Make it work with the game and it will be better.
Again, something that has crossed my mind. But setting it as an alternate controller layout would have been a better idea, because strafing is kind of necessary unless you're unnaturally good.Katana314 said:One thing I might do is replace the joystick for running with a single button. The speedrunners of the game like me avoided strafing at all costs, and it helped the feel of momentum when you ignore all other directions of movement.
Another neat idea. The missions proper could channel you into certain routes by means of sniper fire or environmental events. You know, learn the map like the back of your hand and be forced to think on the fly as a helicopter crashes into what was a hitherto navigable tower..TheIronRuler said:I think that there should be a free roam map.
A free for all map of the rooftops, and you'd have a few 'normal' delivery missions before the actual plot so that you'll familiarize yourself with your surroundings. That way you won't have a mini-map, you'll simply remember where you can find ledges and things to hang on to.
Yeah this. That would take care of a lot of my issues with that game, and make it longer.Sapient Pearwood said:More platforming, less combat. Or at least make the platforming a part of combat.
Exactly what I had in mind.similar.squirrel said:Another neat idea. The missions proper could channel you into certain routes by means of sniper fire or environmental events. You know, learn the map like the back of your hand and be forced to think on the fly as a helicopter crashes into what was a hitherto navigable tower..TheIronRuler said:I think that there should be a free roam map.
A free for all map of the rooftops, and you'd have a few 'normal' delivery missions before the actual plot so that you'll familiarize yourself with your surroundings. That way you won't have a mini-map, you'll simply remember where you can find ledges and things to hang on to.
Pretty much this. Kept the action fluid. The very first area was the best in the game.Irridium said:Yeah, I'd have limited the combat to just disarming guards. And focused more on the free-running across rooftops rather than skulking about in tight buildings and whatnot.GiantRaven said:No. Guns. At. All.![]()