[-Ex-] tap_corbu
 
post_mortem: MIRROR'S EDGE
2009-08-07 2:43 AM PDT
out of order? sounds like the entire game...


-it was a refreshing take, but it was difficult to not kill guards. for the guys who gave us battlefield, the guns had a surprisingly shitting quality to them. this was probably a design choice, but still they get instant headshots with shotguns?

where's ikea?!


-this is the best game to replicate trinity's flight in the opening of the original matrix. you can even run jump and 180 with your guns, unfortunately you shouldn't be holding any guns because it will just slow you down. this is also the reason i chose to take the peaceful route, anytime i saw a guard always yelled "agents, RUN!!" that in addition to agonizing frustration leading me to; "SHIT! mall cops!"

-dice seemingly took a page out of portal, where minimalism helped to focus on the task at hand. which wasn't exciting as half the time i was dead or stuck looking at a wall...

looks like i missed that manicure appointment.

i don't remember ikea selling blinds.


-what makes mirror's edge great, is unfortunately fleeting. when it works you are hauling ass, which is in the terms of understanding the space time continum; fairly brief. my memory of this game is riddled with fustration with collision detection and just simply an underwhelming mastery of the controls.

even digital ziplines are pure fun.


-the flash cutscenes were unneccessary. the story is a bit lacking, i was actually hoping for some IKEA conspricy run sweden "alternate" reality about the meatballs. sadly my crazily concodicted story was more interesting than the actual. although to dice's credit, it was funny pointing out the absurdity of professional wrestlers climbing the social ladder, i'm looking at you minnesota (and to a lesser degree california).

wrestlers don't make good political figures.

i just gots a diploma too!

you see that business card? that's bone.


-trying to eleborate on the story further through the loading screens disguised as contained elevator rides do the trick of keeping you in the moment, yet nobody wants to be reading on a tiny screen when they can be running around like a maniac. if anything people can cut out of their daily routines, i bet commuter traffic and elevator rides are up there. could we have at least had someone else in the elevator having an awkward and funny farting exchange where the perpetrator is evident?

yay, who doesn't love loading screens?

broken doors, great signs.


-when you get stuck and your recticle points through solid objects for your path to follow, it can't help but feel like running in a maze without a compass. it could have taken a page from the prince of persia: sands of time where upon reaching a checkpoint the next area is briefly flashed out in a sense of deja vu. or even like crank, use google maps. something to get a better understanding of rooftops prior to the mission would be a welcomed addition. one doesn't have to use it, but knowing where you are going helps keep the momentum. it should also aid story, why wouldn't a runner know the city like the back of her hand?

-within the game, why does it appear that faith or her circle of runner's seemed to have tagged their logo all over the city? they aren't banksy.

something is odd with this graffti...

nope, the girl with the same tattoo under her eye isn't doing this all over the city roof tops...

that water barrel has my name on it.

palettes, graffiti spot of choice.

why do i keep finding my graffiti where i've never been?

my pole.
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