Mirror's Edge 2 Wishlist

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KissofKetchup

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May 26, 2008
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OOOOOOOOOOOOOOOOOOOOOOOOOOOONGER

And make it, dare I say, a sandbox. There's a reason why so more games today are "sandboxes". It's because they're fun and give the player freedom
 

Samus Aaron

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Spectrum_Prez said:
By the way, OP, do you have a link to a game announcement? I've been waiting for this foreverrrrrrrr.
Found this by typing in "mirrors edge 2" on google. It looks pretty legit to me.

http://on-mirrors-edge.com/index.php?option=com_content&view=article&id=112:update-on-the-development-of-mirrors-edge-2&catid=3:gamenews&Itemid=23
 

Ramare

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Apr 27, 2009
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migo said:
No railroading. Design the entire level so you can take multiple paths (and run into dead ends). No doors that just won't open when there are others that you regularly kick down. Similarly, no herding with the enemies. Don't keep spawning guards (particularly ones that don't drop weapons, or that insta kill you). Set the scene, and let things proceed organically.

Fix the combat system. Allow a disarm after you stun someone by hitting them, don't require you to wait for them to attack you. It's unrealistic and annoying. Also, have it so you can keep a pistol at all times, sling a rifle over your back, and if the guards can pistol whip you, you should be able to do it to them.

Add a stealth system. Sometimes you want to run, and sometimes you want to sneak. Something more like Thief & Deus Ex, rather than Metal Gear Solid.

Fix collision detection. If your shoulder brushes a pipe, you shouldn't stop dead. Also, learn from Brink - have the AI figure out where you intend to go by where you're looking.

Allow proper free movement. Some things look like you should be able to hang on to them, but you apparently can't, other areas you have to slowly move sideways to clamber up onto the roof because something is sort of in the way.

Actually do something with bag delivery. Have some missions where you're just delivering bags, or some other ones where you're teaming up with some other runners and just goofing around doing training. Mirror's Edge was fine having a narrow focus as a first game, but some more fleshing out would be appreciated.
This. And also, a multiplayer mode...Police and Runners. You get guns, they get martial arts training. They get to run fast, you get to cut through buildings, and cut them off. They get shot at by AI partners (Mercs, other policemen), you get ignored by them. Or maybe, more appropriately, mercs 'n' runners. Since I think highly trained mercenaries/paramilitants would be more likely to be able do the same things the runners are able to do, or at least more-so than some rent-a-cop. Of course, they can't go into combat toting a large assortment of weapons, armour, or ammo. They'd get a Kevlar vest, and elbow/knee pads. That's 'bout it.

They'd also get a certain allotment of equipment weight. They can choose any equipment/weapons they want, but they can only carry so much. Like to tote a combat shotgun, and full kevlar/ceramic armour? You'll move nearly half as fast as the runners, and barely have enough spare space for twenty-some shells, a Glock, and three magazines.

Like to go into combat with nothing but the clothes on your back, and a USP 9mm? You'll move slightly faster than them, after all, you are a heavily trained combatant for this very purpose, with as many as ten magazines.

Note that by mercs I mean those paramilitary/security/whathaveyou guys with the dog logo. Been a while since I've played, so I can't name 'em, or remember if they got disbanded.
 

RemoteControlRox

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Aug 24, 2009
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Third-person perspective, a better story, and a more cohesive feel to any cutscenes. I enjoyed the style of them, but they were jarring next to the more realistic look of gameplay.

By "a better story," I mean "less vague." I wasn't ever incredibly sure of what was going on. It would be fun if they explored the whole Orwellian society thing, especially for some more narrative tension, but honestly it felt like the story was just rushed along or left incomplete on purpose just to provide a thin pretext for gameplay.

But really. If nothing else, third-person perspective. Points for trying something new, but the 1st-person kept me from playing in stretches as long as I wanted because I'd start feeling sick.

You know what? I second the multiplayer suggestions that have been mentioned, too. And maybe even custom character creation, or just multiple player characters to choose from. Multiple storylines could be interesting.
 

KissofKetchup

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Spectrum_Prez said:
Free roam, as in an open world or level for you to explore, would never work.

Don't expect it, and don't encourage it. It will never work. The reason why is pretty simple: In order to have the type of action that made Mirror's Edge so awesome, it needs to have very specific heights set up so that you can perform the moves that the game allows you to. Creating one mission with two or three paths per section full of right-height, right-placement surfaces for the player to parkour on is fine. Creating a whole block of open-world surfaces would be a nightmare of designer micromanagement that would drive budgets insane and take forever to do.

It would also look really unnatural. Think about it: when gameplay dictates environment, you end up with those 3rd person shooter levels full of chest high walls stuck everywhere. Except instead of chest-high walls, we would have perfect 2m rooftops, 5m gaps between buildings, obvious waterpipes everywhere, blah blah blah.

In other words, if it's do-able, it'll be at great cost to the developer. And even if it is done, it'll look weird and unnatural.
Then how has Ubisoft Pulled it off with Assassin's Creed? I'd say that the environments especially in ACII and Brotherhood pretty closely mimic their real life counterparts, having been to many of the places visited by the games myself.

Besides, having an overly linear game that is about parkour is pretty much moot anyway. Parkour is about freedom and creating your own path from point A to B in the fastest way possible.
 

theonlyblaze2

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Aug 20, 2010
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I like the idea of a more open world but in practice, this would possibly slow the game down. I like the small corridor sections if I feel I am moving at immense speeds and/or being chased. Also, the lens glare was annoying to an extent, but it added the realism of the suns glare from when you go from inside to outside. It would be cool if, at the begining of the game, Faith or whoever the main character will be looks at the sun and puts on a pair of wrap around shades.
 

Treblaine

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Jul 25, 2008
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thestig1214 said:
Just wanna see what you all want from Mirror's Edge 2 (Yes there is a second one). And please don't say "to suck less" because I thought ME1 was a good game but I think ME2 should have more moves and free roam... and less lens flare... and a longer story...
I think it needs a more coherent approach to combat. For one the close combat was terrible context-sensitive crap - only worked at all thanks to slow-motion and other aids. I think better would be to go completely combat-free with the exception of a few "escape moves" like if you're grabbed whoop out a tazer or pepper spray. Or maybe if there is a group of enemies you just can't get past throw a flash-bang grenade or smoke-bomb.

Confrontation should be indirect, such as luring gunmen onto cracked glass, you as a lightweight 80lbs woman can run over them, but several 200lbs tough guys with armour and guns guns go crashing through. Consider portal, how that approaches combat. Or setting traps or depending on a sniper to help you so run into an area "Hey you! Stop!" run back outside with them chasing you for your sniper ally to take them out.

One element that could work really well is have a game with opposing factions, for you to survive you must play them off against each other, such as terrorists vs fascist police.

The combat I always found a huge distraction, I always found it most fun when confronting the coppers was avoiding them by misdirection or better yet run past em without them ever seeing me or really knowing where I was.
 

Dr_Horrible

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Oct 24, 2010
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hmm... let's see...

-free roam
-more outdoors gameplay, I hate corridors now
-no combat. AT ALL.
 

Viennetta

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Jan 6, 2011
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Fewer levels consisting of 'get to this place, and then be chased to this place'. Having a story that featured runners who deliver stuff should have involved more acquisition and delivery, rather than just pursuit, pursuit, pursuit. Hell, it felt like their idea of mixing things up meant having you chase people on a couple of levels, instead of them chasing you.

But I love Mirror's Edge, all the more for its flaws.
 

joshthor

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Aug 18, 2009
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level editor, multiplayer races (with several equally fast paths), and fix the shooting (either remove it completely, or tighten it up)
 

KEM10

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Oct 22, 2008
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Am I the only one that enjoyed the clunky combat because it solidified the idea that you weren't there to kick ass but to get the hell out as fast as possible?
 

Exile714

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Feb 11, 2009
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I honestly hope and expect the game to be a tighter, more immersive version of the original. What I do not want, is all of these ideas mentioned by other posters which basically turns this game into something else. If I want Assassins Creed, that's what I'll play (also, I love that game). If open world works to make the game more immersive, that's fine, but if it's not done right I would prefer it not done at all.

Here's something nobody mentioned: I want the game to sell better this time around. The first was a hidden gem, something not quite worth the cost of a full game, but definitely worth trying out. I bought it used because it was cheap, and it was the best surprise to find that it was entertaining and fairly innovative (though it has its problems). People who haven't played missed out, and if the second improves on the first it would be a shame for more people to miss it because the first sold poorly.
 

TheNewDemoman

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Feb 21, 2010
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Open World


Open world MP with 10 runners and 54 cops. The Runners try to drop the package off. Cops try and stop em.

A LONGER GAME .
 

Drummie666

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Jan 1, 2011
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More emphasis on flow (I cannot stress that one enough), no guns, less combat, freeroam, some side missions like delivering bags, maybe a wanted system for when you get caught, some reason to believe that the city is run by evil jerks, a less predictable and longer plot. Sure, if it had all that stuff I'd be pretty interested.
 

joshuaayt

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Nov 15, 2009
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Portals.
I think the very best thing for mirrors edge would be portals and freeroam, can you imagine?

I could live with only freeroam, though, if I have to. It would probably work; I wasn't sure about nonlinear Prince of Persia platforming, either, but Assassin's Creed was pretty fun.

Note, I still want the game to be "Mirror's Edge"- I only want the freeroam so I have to actually think about the way I'm going, rather than just grab onto any of the various red things I see.

Maybe it could take place in a comic book city- you know, the kind that actually allow roof jumping all over the place and still manage to look realistic.
 

migo

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Jun 27, 2010
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Spectrum_Prez said:
thestig1214 said:
I think ME2 should have more moves and free roam...
That Guy Who Phails said:
I second free roam, damn, that'd be awesome...
KO4U said:
-Open: "wide open spaces!" Even a Ratchet and Clank game feels less linear than ME1
TheYellowCellPhone said:
A free roam would be kickass. I hate constantly redoing the tutorial for the free roam time they give you.
Free roam, as in an open world or level for you to explore, would never work.

Don't expect it, and don't encourage it. It will never work. The reason why is pretty simple: In order to have the type of action that made Mirror's Edge so awesome, it needs to have very specific heights set up so that you can perform the moves that the game allows you to. Creating one mission with two or three paths per section full of right-height, right-placement surfaces for the player to parkour on is fine. Creating a whole block of open-world surfaces would be a nightmare of designer micromanagement that would drive budgets insane and take forever to do.

It would also look really unnatural. Think about it: when gameplay dictates environment, you end up with those 3rd person shooter levels full of chest high walls stuck everywhere. Except instead of chest-high walls, we would have perfect 2m rooftops, 5m gaps between buildings, obvious waterpipes everywhere, blah blah blah.

In other words, if it's do-able, it'll be at great cost to the developer. And even if it is done, it'll look weird and unnatural.

By the way, OP, do you have a link to a game announcement? I've been waiting for this foreverrrrrrrr.
There's no official announcement beyond one of the EA bosses saying they'd do a second one.

As for a free roaming world, no reason it wouldn't work. There would be some right decisions and some wrong ones, up to you to figure out what the right and wrong decisions are. The system should also be designed so that you can think up ways that the devs didn't think of, so that levels are designed along the lines of Forge 2.0, that each element has a certain method of being interacted with.
Some Random Tosser said:
How about a system that averts falling off an edge because you can't see your feet in relation to the environment? Like, if something goes wrong and you're about to fall off, your character stops at the last moment to correct their balance, like in Super Smash Bros. Brawl?
Yeah, something to simulate proprioception is necessary.
 

migo

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Jun 27, 2010
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Zer_ said:
Tdc2182 said:
Zer_ said:
Capture the Flag multiplayer.
You've got an idea their.

You just have to work in not having any guns at all.
It would be tough to do. Melee would need to be one hit kill against the flag carrier.

Also, players should carry the flag back to their base. Since in normal CTF you just walk over the flag to return it, the suspense of someone dropping the flag, and frantically killing people around it to prevent them from picking it up again would be lost otherwise.
No, just handle it the same way disarms are. No need to kill at all, just grab the flag/bag.