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A Better Analysis of the Mirror's Edge Trailer
quiche | 6:10 PM on 05.15.2008 7 comments


No, seriously. I was a bit disappointed that this lauded video played it safer than a traffic instructor playing bumper bowling with a lifejacket on. I wanted more wild speculation, so that's what I'm going to provide here myself.

First off, let's return to an important source of information the internet has seemingly forgotten about: the interview with producer Tom Farrer. Perhaps the most important thing he notes is that your character builds momentum, and that reaching your maximum speed can't happen instantly. Here we can contextualize what the trailer analysis calls a "sprint" as the maximum speed you achieve by running for a certain period of time, signified by the peripheral motion blur. I would assume therefore, that there is no "run" button, and that you can keep up your sprint until you have to climb something or reach a dead end. Farrer notes that any weapons you pick up will hinder you, so I'm assuming anything more than a pistol will make sprinting impossible. It's also likely you will only be able to carry one weapon at a time, and since Farrer says the number of bullets is limited, you may not even be able to reload your weapon.

Farrer hints that any brightly colored objects can be used for your free-running stunts, and judging from the footage, I would say that it isn't just red objects, but also orange, blue, and green ones, like the blue ramp and the orange wall we see Faith run across, that can be interacted with. There are some green objects seen below Faith in the scene where she is hanging on a railing and looking down.



Another thing he mentions is the inspiration of Prince of Persia, and I think that will inform a lot of the gameplay elements in Mirror's Edge in terms of context-sensitive controls. The way faith jumps and instantly vaults over the fence in the beginning of the trailer suggests that for the sake of intuitive gameplay, there is no separate "climb" button, and Faith will do this automatically.

In combat, Faith often uses her legs to attack, and can disarm foes this way. However she can melee with a gun in her arms as well. There appears to be one button for leg attacks, and another for arm/fist-based ones, which turns into a pistol whip or rifle butt if one has the relevant weapon in hand. The sheer variety of leg motions might mean that moving the analog stick in conjunction with the kick or punch button can result in different attacks.

In conclusion, I would expect the controls to be set up accordingly:

Face Buttons: Jump, Crouch/Slide, Punch, Kick

Trigger: Shoot

There would also have to be a button for dropping the weapon, but it's hard to say what other functions that would share, or where it would be on the controller. If there's no aiming reticule, does that mean there's auto-aim?

Lastly, Farrer's constant references to the game's linearity reveal more possibilities. He says "we want to move you through it," and mentions there are no sidequests, but also reassures us that "there's a lot of choice within the different routes and paths." I would expect the flow of the game to be like Prince of Persia, although slightly less linear. While there could be different paths, they would all lead to the same save point eventually. I also expect the game to be set in one continuous world with no separate missions or levels, but some distinct areas.

What do you all think?



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6 comments | showing # 1 to 6
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quiche's Avatar - Comment posted on 05/15/2008 20:09
quiche
I think I just got tl;dr'd
kintaeb's Avatar - Comment posted on 05/15/2008 20:44
kintaeb
No, I liked it. I honestly knew very little about this game before watching both of those videos. While my interest isn't quite topped out, it does look interesting.

While I agree that developers should take more chances with the information they provide, they also have to please shareholders. If they give away something that seems iffy to them they risk the plug being pulled. I personally enjoyed the analysis of the trailer, it gave me things I would have never thought about.

Having never really played a GTA game my closest encounter with a freeworld type of game is WoW and I personally like the giant world, distinct area set-up. While non-linearity is important to me, I also do not like completely free range games because they can overwhelm and bore you at different parts of the game.
quiche's Avatar - Comment posted on 05/15/2008 21:13
quiche
The analysis video wasn't created by the developers, otherwise they wouldn't critique the lack of reflections, and they wouldn't be wondering if that crate was an ammo or health pack.

So in this case I'm saying whoever made the analysis could have gone deeper and focused on more interesting details.
The Scientist's Avatar - Comment posted on 05/15/2008 22:41
The Scientist
It'd be a lot better for Dice to streamline the controls when it comes to handling the stuff you see in PoP, added the extensive use of both X and Y axis.
Skribble's Avatar - Comment posted on 05/16/2008 03:13
Skribble
I don't think any of the movement will be automated at all.

The game is built around movement, so why would they make it so easily automatic? It would just end up as boring as Assassins Creed. Especially when weapons and combat play a secondary role in the overall gameplay.

I think movement will require a little more than simply running and tapping 2 different buttons. I personally would like the controls to be mapped something similar to this:

LTrigger (combat) - Holding will block; Tapping will punch.

RTrigger (combat) - Holding will block; Tapping will punch.

LTrigger (weapon) - Holding will reload; Tapping will shoot.

RTrigger (weapon) - Holding will reload; Tapping will shoot.

LTrigger (maneuvering) - Left Hand Interact.

RTrigger (maneuvering) - Right Hand Interact.

Tapping these in time to your body's motion, or maybe holding them down will make climbing faster

LBumper - Left hand alternates between combat-weapon/maneuvering

RBumper - Right hand alternates between combat-weapon/maneuvering

Bottom Face Button - Jump

Right Face Button(maneuvering) - Hold Down to slide; Tap to run across walls; Hold/Tap to help climb up obstacles like walls or fences.

Right Face Button(combat-weapon) - Tap to initiate kicking attack; hold to initiate disarming technique


Something along those lines. I want a game to emulate the actual movements and parts of a human body, so it actually feels like you are doing something. Not just running towards whatever you want and smashing the "climb" button.
quiche's Avatar - Comment posted on 05/16/2008 13:05
quiche
Like I said, I'm making that guess based on the influence of Sands of Time on the developer, as well as the trailer. My proposed control scheme doesn't reflect the way I think things should be. The game is focusing on immersion and intuition, so I doubt the control scheme would be anything as complex as what you have worked out. I have no idea if I would enjoy using yours, but it would be interesting to try.
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