Anyone played the Mirror's Edge demo?
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BulletMagnet
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Anyone played the Mirror's Edge demo?
This is one of the few first-person games that I'm interested in, so I'm wondering if anyone's had the chance to try it, since the demo came out on the PS3 yesterday and the 360 today. I would have DLed the latter myself, but it's Gold-only for the time being...in any event, I'm interested in hearing what others might have to say about it.
(Don't THINK there's an existing topic for this game...
(Don't THINK there's an existing topic for this game...
It’s definitely a good demo; I’ve played some really bad ones lately. Tutorial -> Demo Mission -> Promotional Video is the way to go!
First impressions of the demo after only giving it a single play through are: Graphically it’s really solid, it’s far from a bloom nightmare as most of the time you’re in a blue shade and the HDR bursts are actually really nice. I was a bit disappointed the red colouring faded in and out as objects become relevant, I always assumed they were part of the environment as a hidden paths for the runners. But I guess that makes things accessible and consistent across the same area.
All the first person actions seemed very jerky and too fast. The camera snaps, the hands just seem to appear. I expected this to be a lot smoother than it was. And I'm no graphics whore, but the lack of anti-aliasing got to me.
Gameplay wise I need to factor in some of the traversal animation stuff from above as a negative. I also found the traversal to be a bit too easy for a game about traversal. You just use two buttons except for the 180 wall run and everything seemed to have the word automatic in its description. And even when I did fall I went back about 2 inches. Yeah, accessibility, I’m sure for the target audience this is fine. I admit I had a lot of fun when the demo mission started and this was probably because I nearly did it all in one motion, and this wouldn't happen if the system was more complex.
Despite a few nasty falls and being shot at I never saw any visual clue I was dying. When I pick it back up I’ll experiment to see how the game presents this. I was also told I was building up some gauge I can use to slow down time, but I couldn’t see that represented anywhere either. Maybe I’m just being blind.
I didn’t get to experiment with the NPC’s too much, I vaguely tried to slide-kick someone but missed and then just ran for it. But the disarming stuff I tried out in the tutorial had potential to be really cool. I’ll play it through again tomorrow and try disarming people and fighting back, just to see what the game does about it.
But all in all it was a fun experience, I'll buy it when it comes out.
First impressions of the demo after only giving it a single play through are: Graphically it’s really solid, it’s far from a bloom nightmare as most of the time you’re in a blue shade and the HDR bursts are actually really nice. I was a bit disappointed the red colouring faded in and out as objects become relevant, I always assumed they were part of the environment as a hidden paths for the runners. But I guess that makes things accessible and consistent across the same area.
All the first person actions seemed very jerky and too fast. The camera snaps, the hands just seem to appear. I expected this to be a lot smoother than it was. And I'm no graphics whore, but the lack of anti-aliasing got to me.
Gameplay wise I need to factor in some of the traversal animation stuff from above as a negative. I also found the traversal to be a bit too easy for a game about traversal. You just use two buttons except for the 180 wall run and everything seemed to have the word automatic in its description. And even when I did fall I went back about 2 inches. Yeah, accessibility, I’m sure for the target audience this is fine. I admit I had a lot of fun when the demo mission started and this was probably because I nearly did it all in one motion, and this wouldn't happen if the system was more complex.
Despite a few nasty falls and being shot at I never saw any visual clue I was dying. When I pick it back up I’ll experiment to see how the game presents this. I was also told I was building up some gauge I can use to slow down time, but I couldn’t see that represented anywhere either. Maybe I’m just being blind.
I didn’t get to experiment with the NPC’s too much, I vaguely tried to slide-kick someone but missed and then just ran for it. But the disarming stuff I tried out in the tutorial had potential to be really cool. I’ll play it through again tomorrow and try disarming people and fighting back, just to see what the game does about it.
But all in all it was a fun experience, I'll buy it when it comes out.
I tried this out on my friend's PS3. I'd say my impression is that it was alright, but I wasn't incredibly impressed. First off, the first person platforming just doesn't sit that well with me. I'd prefer to see my character from a 3rd person perspective if I'm going to be jumping and climbing all over the place. As Taylor said, the camera jerks around and your hands and legs appear quickly out of nowhere and it can be disorienting and annoying. I'm pretty sure a mod for the PC will appear fairly quickly to make 3rd person possible though. My second issue with the game is that there's just no danger. This might be just the demo, but the combat and damage seemed far too easy. A bunch of guards shooting at me from close range barely hit me at all. Falling from too tall a height damages you a little but health regenerates quickly (ugh) so the fall damage is basically pointless. This can probably be fixed through difficulty settings but I still really hate regenerating health.
Basically I would say I'm mildly curious to see if this turns out good but I'm no longer that excited.
Basically I would say I'm mildly curious to see if this turns out good but I'm no longer that excited.
"I think Ikaruga is pretty tough. It is like a modern version of Galaga that some Japanese company made."
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Necronopticous
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Just copied over from the shmupmeet thread:
"Did anyone visit the Eurogamer expo?
I had to say that visually, Killzone 2 was really impressive. But when I sat down with it, it still has the same annoyances in play as the first. The enemies soak up bullets like nobody's business (a head shot means you die damnit!) and the PS3 analog sticks are appalling! They really detract from the experience cos it's all "flick it a touch this way, right on his cranium - oops no, too far, back again. Tap it, tap it - fuck, I'm getting shot to pieces!"
Obviously this gets easier with practice (and hopefully, the option to calibrate) but they still suck.
Mirrors Edge (to elaborate on the previous comment), was disappointing. Nobody could seem to make the long jumps work, and the demo was very boring. The limbs are a bit awkward looking too. Judgement reserved for final code, but I have a feeling if people are getting hyped about it, they might be let down unless the game has something really clever up its sleeve.
Street Fighter IV grows on me more each time. Gouken in the home port is mint.
Resi 5 was too much. I can't wait for this game. The playable demo was awesome fun (more to play than to watch though.) The menu system is neat. "
"Did anyone visit the Eurogamer expo?
I had to say that visually, Killzone 2 was really impressive. But when I sat down with it, it still has the same annoyances in play as the first. The enemies soak up bullets like nobody's business (a head shot means you die damnit!) and the PS3 analog sticks are appalling! They really detract from the experience cos it's all "flick it a touch this way, right on his cranium - oops no, too far, back again. Tap it, tap it - fuck, I'm getting shot to pieces!"
Obviously this gets easier with practice (and hopefully, the option to calibrate) but they still suck.
Mirrors Edge (to elaborate on the previous comment), was disappointing. Nobody could seem to make the long jumps work, and the demo was very boring. The limbs are a bit awkward looking too. Judgement reserved for final code, but I have a feeling if people are getting hyped about it, they might be let down unless the game has something really clever up its sleeve.
Street Fighter IV grows on me more each time. Gouken in the home port is mint.
Resi 5 was too much. I can't wait for this game. The playable demo was awesome fun (more to play than to watch though.) The menu system is neat. "
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
I've been interested in this game, but after trying out the demo, I decided not to get it when it comes out. I like the graphics and the concept and all, but I don't think it's carried out well enough. Especially the controls could have been done better. I can see myself just getting frustrated over and over.
There's a four pixel white dot in the centre of your field of vision. When it turns pale blue it means you can use the reaction time ability. It's hard enough to see the dot at all while running, jumping and rolling all over the place, and trying to tell when it has changed to a slightly different colour is even more distracting. That element of the interface was the only thing I didn't love about the demo.Taylor wrote:I was also told I was building up some gauge I can use to slow down time, but I couldn’t see that represented anywhere either. Maybe I’m just being blind.
I'll be getting it on the 360 when it comes out. My new PC should handle it no problem, but it's an EA published game, which means SecuROM. I've had enough trouble with the basic disc-check version of that DRM included with Fallout 3, so there's no way I'm letting my new PC get ass-raped by the more malignant version EA uses.

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BulletMagnet
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Thanks for the impressions so far. A few specific things I figure I ought to ask, based on what's been said here and elsewhere -
1) One complaint I've heard more than once is that having most actions mapped to the shoulder buttons/triggers is awkward, and that there's no way to shift them to the face buttons. Anyone find the controls more difficult than they should have been?
2) On the same note, some have said that judging jumping distances and such from the first-person perspective can be a real pain, and left to trial and error...how much of this did you encounter in the demo level?
3) I've heard mixed assertions about the linearity of the game's layout...some have commented that following the red stuff was the only real way to go, others say there's more exploration than you'd think, still others claim that turning off the "guide" makes things more interesting/fun...your thoughts?
4) Has anyone played both the 360 and PS3 demos, and moreover noticed any noteworthy differences between them? Supposedly the PS3 is the console it was originally intended for, and the 360 version is a "pseudo-port"...
5) Supposedly if you reserved the full game you could get a code to access Time Trial mode in the demo, but it's unclear exactly how you get said code...sort of a weird state of affairs...
Thanks again for the insights so far, and any still to come.
1) One complaint I've heard more than once is that having most actions mapped to the shoulder buttons/triggers is awkward, and that there's no way to shift them to the face buttons. Anyone find the controls more difficult than they should have been?
2) On the same note, some have said that judging jumping distances and such from the first-person perspective can be a real pain, and left to trial and error...how much of this did you encounter in the demo level?
3) I've heard mixed assertions about the linearity of the game's layout...some have commented that following the red stuff was the only real way to go, others say there's more exploration than you'd think, still others claim that turning off the "guide" makes things more interesting/fun...your thoughts?
4) Has anyone played both the 360 and PS3 demos, and moreover noticed any noteworthy differences between them? Supposedly the PS3 is the console it was originally intended for, and the 360 version is a "pseudo-port"...
5) Supposedly if you reserved the full game you could get a code to access Time Trial mode in the demo, but it's unclear exactly how you get said code...sort of a weird state of affairs...
Thanks again for the insights so far, and any still to come.
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BulletMagnet
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Heh, that's another one I'd probably be asking about...if I owned a PS3.junkeR wrote:I'm not overly wowed over this title like I am with Valkyrie Chronicles.

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1: yes, I would have preferred face buttons to shoulder buttons, but it wasn't a major deal.BulletMagnet wrote:Thanks for the impressions so far. A few specific things I figure I ought to ask, based on what's been said here and elsewhere -
1) One complaint I've heard more than once is that having most actions mapped to the shoulder buttons/triggers is awkward, and that there's no way to shift them to the face buttons. Anyone find the controls more difficult than they should have been?
2) On the same note, some have said that judging jumping distances and such from the first-person perspective can be a real pain, and left to trial and error...how much of this did you encounter in the demo level?
3) I've heard mixed assertions about the linearity of the game's layout...some have commented that following the red stuff was the only real way to go, others say there's more exploration than you'd think, still others claim that turning off the "guide" makes things more interesting/fun...your thoughts?
4) Has anyone played both the 360 and PS3 demos, and moreover noticed any noteworthy differences between them? Supposedly the PS3 is the console it was originally intended for, and the 360 version is a "pseudo-port"...
5) Supposedly if you reserved the full game you could get a code to access Time Trial mode in the demo, but it's unclear exactly how you get said code...sort of a weird state of affairs...
Thanks again for the insights so far, and any still to come.
2: yes, judging jump distances and other things from 1st person is difficult and trial-and-error. That was one of my main complaints. And this is coming from a Half-Life player with plenty of 1st-person-platforming practice. It just isn't working as well in Mirror's Edge as it does in the HL games, imho.
3: I have yet to try alternate routes, only tried the demo once, but I've already seen online videos of the demo time trials that contains alternate routes, so it looks like there's definitely more than one way through any given level.
4 and 5, can't comment on.
"I think Ikaruga is pretty tough. It is like a modern version of Galaga that some Japanese company made."
I didn't find have much problems judging jumps... if you just go for it, it should be ok.
How would controls on the face buttons work? You need both sticks to manuever properly.
PS3 motion controls are kind of pointless, as usual. The first time I did the balancing part of the tutorial I was wondering why I couldn't correct enough with the sticks - I was holding the controller to the side.
I'm not about to buy this at launch, but when it gets discounted it seems worth picking up.
How would controls on the face buttons work? You need both sticks to manuever properly.
PS3 motion controls are kind of pointless, as usual. The first time I did the balancing part of the tutorial I was wondering why I couldn't correct enough with the sticks - I was holding the controller to the side.
I'm not about to buy this at launch, but when it gets discounted it seems worth picking up.
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crithit5000
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Played the PS3 demo tonight, and I thought it was was pretty good. The button configuration worked for me, and once I got the controls dialed (didn't take too long) I was jumping, sliding, and tumbling through those rooftops like a madman. I'm pretty sure I'll check this game out when it releases.

now tighter than your sister
I played it a night or two ago. It was kinda cool becuase I took a difrent route to my friend did and it surprised him. seems a bit of a shame to not be able to see how you tackle X point in the game when your in the first person view.
Is there multiplayer in the game? This would be cool
Is there multiplayer in the game? This would be cool
Follow me on twitter for tees and my ramblings @karoshidrop
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Got my hands on a PS3 yesterday and played at home rather than at the show, and got to grips a little more.
ReKleSS is right, just go for it. As long as you have a handle on the controls, the game seems to be about momentum and flow. Short run ups to big jumps don't give as much air as if you're dashing under obstacles and then hit them at full speed.
Gotta remember to roll (L2) on landing though, or it's nasty - the tutorial isn't very specific about this. It says to 'hold' L2, but it only seems to work if you pull the trigger just as you land, Zelda style.
ReKleSS is right, just go for it. As long as you have a handle on the controls, the game seems to be about momentum and flow. Short run ups to big jumps don't give as much air as if you're dashing under obstacles and then hit them at full speed.
Gotta remember to roll (L2) on landing though, or it's nasty - the tutorial isn't very specific about this. It says to 'hold' L2, but it only seems to work if you pull the trigger just as you land, Zelda style.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Theres a few moments when i would look at the ground just to make sure I got my jump timing right.
Follow me on twitter for tees and my ramblings @karoshidrop
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As a long time practitioner of parkour/free running I was very interested in Mirror's Edge, and now the demo caught me by surprise because it was so GOOD. The immersion and parkour thinking is very well implemented, most of the time I knew exactly what I was doing and which routes are possible even though the camera wasn't showing anything decipherable.
I've always been thinking of this parkour game, where you could insert your own sports statistics to the game (how long you jump, how high...) and your character/avatar would therefore be an exact virtual representation of yourself, so you could test if you are able to clear some dangerous gaps and all without fear of injury. Hmm hmm, maybe I should suggest this to DICE for Mirror's Edge 2...
I've always been thinking of this parkour game, where you could insert your own sports statistics to the game (how long you jump, how high...) and your character/avatar would therefore be an exact virtual representation of yourself, so you could test if you are able to clear some dangerous gaps and all without fear of injury. Hmm hmm, maybe I should suggest this to DICE for Mirror's Edge 2...
I like that actions are mapped to buttons in a "geological" way, like lower trigger = downward move, upper trigger = upward move. It's easy to remember even in tight spots. And they are not needed all the time, so it's quite ok. Of course, there should be an industry standard that all controls in every game should be reconfigurable.BulletMagnet wrote: 1) One complaint I've heard more than once is that having most actions mapped to the shoulder buttons/triggers is awkward, and that there's no way to shift them to the face buttons. Anyone find the controls more difficult than they should have been?
This was the biggest problem in the demo, but with a little practise I got the hang of it and developed some kind of sense when to jump. There were like two or three long jumps in the demo. 3D-jumping has and will be a problem until proper VR-goggles or displays are common. But they could do something to give you a hint when you're on the edge, I don't know, some flash of color or something.2) On the same note, some have said that judging jumping distances and such from the first-person perspective can be a real pain, and left to trial and error...how much of this did you encounter in the demo level?
There were numerous options inside the "blocks" (mainly rooftops, in the demo), but between the "blocks" there was usually only one. I really hope they allow for more creative ways to traverse the "blocks" in the sales version stages. Anyway, playing the game is much fun.3) I've heard mixed assertions about the linearity of the game's layout...some have commented that following the red stuff was the only real way to go, others say there's more exploration than you'd think, still others claim that turning off the "guide" makes things more interesting/fun...your thoughts?
Before Pope John Paul died he decreed that Aliens were also GOD's creatures and we should treat them with respect.


Got a chance to play this last night. It's good, but not blowing me away. Basically what I've been expecting...
While the controls are fine and I understand the logic behind them, they should still give you the option to remap the buttons. I'm just curious how it would work out and the option should just be there. The jumping, sliding, and rolling are all fine. Fighting is where I fall apart. I just forget what does what and get confused with the way the default control scheme is set up. I'm sure spending more time with it would help obviously.
The only other thing I see being a problem with this is weather or not they'll be able to keep it fresh throughout the game and jumping from building to building won't get stale after a while. I'm kind of likening this thought to how Assassin's Creed turned out. Just have to wait and see.
I definitely commend the makers of this for being somewhat original and it looks like a interesting game. I'll surely give it a play through at some point, but probably won't pick up a copy of it until early next year.
BTW, IGN just posted impressions of the first three stages: Mirrors Edge Preview. Nothing you don't take away from the demo really, but still worth a read.
While the controls are fine and I understand the logic behind them, they should still give you the option to remap the buttons. I'm just curious how it would work out and the option should just be there. The jumping, sliding, and rolling are all fine. Fighting is where I fall apart. I just forget what does what and get confused with the way the default control scheme is set up. I'm sure spending more time with it would help obviously.
The only other thing I see being a problem with this is weather or not they'll be able to keep it fresh throughout the game and jumping from building to building won't get stale after a while. I'm kind of likening this thought to how Assassin's Creed turned out. Just have to wait and see.
I definitely commend the makers of this for being somewhat original and it looks like a interesting game. I'll surely give it a play through at some point, but probably won't pick up a copy of it until early next year.
BTW, IGN just posted impressions of the first three stages: Mirrors Edge Preview. Nothing you don't take away from the demo really, but still worth a read.
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captain ahar
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ArmoredCore
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http://gamesexperience.blogspot.com/200 ... stand.html
Bleszinski went on to say "I think Mirror's Edge will be great, too, but they're showing me too much parkour, I want to see the gunplay. I hope it's not all just running and jumping. As long as there's something chasing me... even Mario had Goombas, you know?".
This guy is a riot. Apparently a game needs constant opposition in order for it to be successful.
Bleszinski went on to say "I think Mirror's Edge will be great, too, but they're showing me too much parkour, I want to see the gunplay. I hope it's not all just running and jumping. As long as there's something chasing me... even Mario had Goombas, you know?".
This guy is a riot. Apparently a game needs constant opposition in order for it to be successful.
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BulletMagnet
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Finally got ahold of the demo, and long story short liked it enough to reserve the game. Aside from generally enjoying it, I suppose there's also the fact that I buy so few domestic releases (or even imports) new, and even with its flaws I'd like to see the developer's efforts compensated for trying to do something a little bit different. Less than a week till it's on shelves, IIRC.
Played it at PAX08 last August, it was a ton of fun, but I ended up having reservations about it after all. I liked that it was essentially a First Person Platformer, with an emphasis on speed runs and a great sense of style. Unfortunately, I wondered how well the platforming would hold up after five, ten, or twenty hours of play.
Amazing concept, and loads of fun, but being new, I've decided to be cautious and rent it day one instead. I was extremely amped about this game playing it in August, and I decided long ago that hype has a strange way of making a game disappointing after all.
As much as I like Gears, Cliff Bleszinski shows complete ignorance pertaining to the point of Mirror's Edge. It's like complaining about the lack of cut scenes in Ikaruga, or the abundance of them in Metal Gear Solid.
Did you ever notice the complete lack of character development in Tekken?
Amazing concept, and loads of fun, but being new, I've decided to be cautious and rent it day one instead. I was extremely amped about this game playing it in August, and I decided long ago that hype has a strange way of making a game disappointing after all.
As much as I like Gears, Cliff Bleszinski shows complete ignorance pertaining to the point of Mirror's Edge. It's like complaining about the lack of cut scenes in Ikaruga, or the abundance of them in Metal Gear Solid.
Did you ever notice the complete lack of character development in Tekken?

Of all the things I've lost, I miss my mind the most.
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BulletMagnet
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