I remember playing this back when you first wrote about it, and I really enjoyed it. Glad to see the follow-up.
That sums it up pretty well.
Don't think I'll be downloading it unless there's another way. :(
That being said, this was still a very fun distraction. That's what it is, though, a distraction. Because I wasn't expecting anything more than that, it was a blast to play through.
@Rev Anthony
Tut tut, what a headline.
Igneous made a nice game there, but I'm not giving it extra points just 'cos it's Indie. I believe you wrote a piece stating that Indie games should be held to the same standards as commercial games and yet your behaviour says otherwise (?).
Mirror's Edge is a fine game. Sure it had flaws, but it was new and different and, along with other titles, proved EA was serious in its dedication to crafting new IP. Just because a few design students didn't make the game in a dimly-lit basement doesn't make the game less enjoyable. Attacking Mirror's Edge just takes attention away from the true intent of the article.
Besides, Sterling does a fine enough job of intentionally pissing off the readership without your help, Anthony.
Exactly. Which is why it was awful.
I'm all for supporting innovative/contrarian design in first-person gaming, but if you can seriously say that the game didn't have a lousy, unnecessary plot, an incredibly confused attitude toward combat ("don't fight enemies because that would stop your momentum, except do fight these particular enemies that we're forcing you to fight in order for you to progress"), and some of the worst, most obfuscated level design in ages, you're kidding yourself.
It sounds like all of you are supporting the Mirror's Edge you wish EA had made rather than the one that actually, you know, exists.
Break over.
That said, it just finished installing on my laptop, so I'll give it a shot.
Over exaggeration about how bad a game is seems to be the hip new thing to do now, mostly because of a certain behatted fast speaking games critic's rise to popularity.
Mirror's Edge wasn't the greatest game ever, it was mediocre and a bit short, but to wage some sort of spiteful campaign against it for not being what you thing it "could have been" is stupid. Obfuscated? Really? Which of the brightly incandescent red objects that tell you where you're supposed to go did you miss? I'd rebuke the rest of your points, but ultimately just as you're accusing people of supporting a version of the game they wish EA had made you're criticizing a game for what "it could have been". I could just as well start saying Half Life 2 sucked because it didn't make me believe I was actually in the world of City 17 while the game sucked me off as it baked my entire family cakes.
Mirror's Edge had it's flaws, but it was by no means a bad game. The Time Trails were such an incredible addition, given the fact that it was a PUZZLE game inside an action game.
I thoroughly enjoyed every part of Mirror's Edge except the end level which sucked.
I'm trying this now and it's not doing it for me. On it's own, it's a little on the dull side. If we're going to be comparing it to Mirror's Edge, it's very dull.
Worst level design in ages? You should play more games. I'm pretty sure I played Mirrors Edge demo as much as I will play this whole game. Man, Mirrors Edge time trial was extremely fun. Almost like playing an old school Sonic game with online leaderboards. Sucks the game still gets crap when it actually tried doing something completely new and was actually fun.
Yeah, that's probably it. Since I love every indie game ever regardless of quality, after all.
Or, wait. Maybe you're just too lazy to actually defend your whining with substance.
PwnanOBrien:
Firstly, what "spiteful campaign" are you talking about? I said the game was not "good" in the headline, then defended the statement. I don't recall making banners and banging drums. If the commenters want to act like I just personally insulted them, I'm not responsible for the butthurtedness of others.
Secondly, do you mean the bright red objects that the square button pointed your camera toward regardless of where you were in relation to them, meaning Faith would suddenly whip her head toward a wall or the floor just because an exit was a few hundred yards beyond that wall?
The bright red objects that really, really helped in the first few, tightly-designed levels but eventually disappeared entirely, leaving you entirely lost in levels which were too linear to be sandbox, but too nonlinear to actually allow you to figure out where to go without stopping, and often devolved into literal jumping puzzles once you got indoors?
The bright red objects that encouraged the player to jump and run with careful abandon but were not grab-bable unless the player approached them from the exact height and angle, turning a game that was ostensibly about momentum and flow into a death-heavy clusterfuck?
You mean those bright red objects?

surf dtoid with 

Rising (10+)
People you follow














follow


