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Mirror's Edge: A Game About Run/Jump/Climb
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Fri Oct 31, 2008 11:12 pm        Reply with quote

Reticule off.

The enemies are really innacurate on normal difficulty. I layed on the ground for a full minute while 4 of them stood over me and shot around. Finally, after I turned my head to look into their eyes did one of them finally hit me with some bullets.

I really hope you can customize the controls. I don't like them the way they are right now. If the console versions don't let you, I may go PC on this one. The sixaxis controls are pretty nice in this, though I actually wish they were a little more sensitive!

Currently I am working on the wall-run turning air kick thing. The timing for it is really unobvious.

After you run up the stairs to go out onto the final roofs, if you turn left instead of right to go out the door, you can climb up some stacks to get up to an exposed vent shaft----but you can't climb on top of it and crawl around :(
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Mikey



Joined: 11 Dec 2006
Location: endless backlog

PostPosted: Sat Nov 01, 2008 3:20 am        Reply with quote

Toptube wrote:


After you run up the stairs to go out onto the final roofs, if you turn left instead of right to go out the door, you can climb up some stacks to get up to an exposed vent shaft----but you can't climb on top of it and crawl around :(


That got me killed on my first run :(

I like where this game is going so far, I think this game will probably be my next purchase.
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Sat Nov 01, 2008 10:17 am        Reply with quote

Yay, I broke it. You haven't demoed correctly until you've found a tasty glitch.
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smartblue
Ph. D in Awesome


Joined: 05 Dec 2006

PostPosted: Sat Nov 01, 2008 12:27 pm        Reply with quote

analogosagnos wrote:
Yay, I broke it.



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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Sat Nov 01, 2008 2:20 pm        Reply with quote

firenze wrote:
This is the Assassin's Creed of holiday 2008.

Why would you say such a thing?
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negativedge
banned


Joined: 04 Dec 2006

PostPosted: Sat Nov 01, 2008 10:49 pm        Reply with quote

she has man hands

just wanted to point that out
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Max Cola



Joined: 15 Dec 2006
Location: a shotgun shack

PostPosted: Sat Nov 01, 2008 10:59 pm        Reply with quote

I imagine you'd need big, tough hands if you were leaping across buildings and grabbing things.
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Sat Nov 01, 2008 11:18 pm        Reply with quote

She can manhandle me any time olololol
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RobotRocker
C-C-C-C-COMBO BREAKER!


Joined: 07 Dec 2006
Location: Death Egg Zone

PostPosted: Sun Nov 02, 2008 12:25 am        Reply with quote

I got a glitch landing on the blue fence from a big building jump where the animation for the grab wouldnt play, I got stuck on the fence and I had to ajust her back into position to grab it again.

I totally expected a crotching animation whenever I jumped at a railing in an awkward angle too. You disapoint me DICE.
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spinach
hardline radical martian


Joined: 04 Mar 2008
Location: San Francisco, CA, USA!

PostPosted: Sun Nov 02, 2008 6:29 am        Reply with quote

I need this game.

I just played the demo today and fuuuuuuck.

It has never felt so good to move through three-dimensional space, not even in real life.
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another god



Joined: 04 Dec 2006

PostPosted: Sun Nov 02, 2008 9:09 am        Reply with quote

Sonic done right?
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negativedge
banned


Joined: 04 Dec 2006

PostPosted: Sun Nov 02, 2008 9:54 am        Reply with quote

The thought occurred to me, yes, but I'm not sure how applicable that really is.
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
Location: a meat

PostPosted: Sun Nov 02, 2008 10:50 am        Reply with quote

It would be closer (better?!) if she didn't stop on a dime from a full-tilt sprint.
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Maztorre



Joined: 04 Dec 2006
Location: Ireland

PostPosted: Sun Nov 02, 2008 12:17 pm        Reply with quote

another god wrote:
Sonic done right?


Yep. The actual mechanics of movement and the simulation of character momentum feel right. What I'm hoping for is that the level design can match the range of movement of the character. My only major doubts about the level design come from a worry that they'll start jerking off about the story and keep stopping the character instead of just Making Good Levels.

Anyway, the video reel at the end of the demo generally gives me hope that they know what they're doing, especially regarding the use of colour for theming the stages.
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Moogs



Joined: 06 Dec 2006

PostPosted: Sun Nov 02, 2008 1:40 pm        Reply with quote

I told myself I was going to buy one more game before Christmas and that it was going to be Gears of War 2.

But then I played this demo.

FUUUUCK!
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CubaLibre
the road lawyer


Joined: 02 Mar 2007
Location: Balmer

PostPosted: Sun Nov 02, 2008 5:17 pm        Reply with quote

Wonderful. I'm disappointed that the demo level is just the same thing we've seen in the preview videos a million times, though.
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Sun Nov 02, 2008 8:34 pm        Reply with quote

Prince of Persia 3D done right?
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spinach
hardline radical martian


Joined: 04 Mar 2008
Location: San Francisco, CA, USA!

PostPosted: Sun Nov 02, 2008 9:10 pm        Reply with quote

CubaLibre wrote:
Wonderful. I'm disappointed that the demo level is just the same thing we've seen in the preview videos a million times, though.

Well, now you're not watching.
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another god



Joined: 04 Dec 2006

PostPosted: Sun Nov 02, 2008 9:16 pm        Reply with quote

CubaLibre wrote:
Wonderful. I'm disappointed that the demo level is just the same thing we've seen in the preview videos a million times, though.


I'm impressed that it is the same thing we've seen in the preview videos a million times.
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Sun Nov 02, 2008 9:20 pm        Reply with quote

CubaLibre wrote:
Wonderful. I'm disappointed that the demo level is just the same thing we've seen in the preview videos a million times, though.


I'm glad it is. If it were some other level from the game, I'd have more to replay, breaking more of the feel from my initial play through.

As it stands, I'm done watching any new videos so that i don't spoil anymore of how to get through some of the areas. I also did not watch the video reel at the end of the demo. There are a couple of parts in the demo that probably would have taken me a bit to figure out, but I'd seen how to do it in the videos so i was just going through the motions.
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sun Nov 02, 2008 9:37 pm        Reply with quote

i really hope you can reconfigure the controls in the full version. i plan on fighting as little as possible so having the main two buttons in the upper left is a total handcramper.

with all the duh-duh messages in the tutorial (you should either attack or run away from the enemies! WHOA REALLY) it never expressed how important it is to have the camera at the right angle to grab things, which lead to some early frustration.

i didn't mind the cartoon.

menu music is tite as hell
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Sun Nov 02, 2008 9:48 pm        Reply with quote

You can reverse the shoulder buttons in the demo.
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TheTigerHobbes



Joined: 18 Dec 2006

PostPosted: Sun Nov 02, 2008 10:18 pm        Reply with quote

The aesthetic in this game is pretty incredible. It looks like they had some really professional graphic designers on handy when conceiving it.
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UnitedBiscuits



Joined: 20 Apr 2008

PostPosted: Mon Nov 03, 2008 3:08 pm        Reply with quote

TheTigerHobbes wrote:
The aesthetic in this game is pretty incredible. It looks like they had some really professional graphic designers on handy when conceiving it.


Whereas most triple A games look like they're ripped from an issue of Maxim magazine, the art directon is more in line with Wallpaper*.
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Isfet



Joined: 05 Dec 2006
Location: A New York

PostPosted: Mon Nov 03, 2008 3:13 pm        Reply with quote

so is this demo available for everyone or just people who reserve the game?
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Mon Nov 03, 2008 3:14 pm        Reply with quote

Demo's open to anyone, but you can't do the time attack mode without a pre-order code. The free section is a tutorial and a couple escape sequences.
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spinach
hardline radical martian


Joined: 04 Mar 2008
Location: San Francisco, CA, USA!

PostPosted: Thu Nov 06, 2008 4:25 pm        Reply with quote

These are men who played Super Mario 64 and said "what the fuck is this shit?" before throwing the cartridge at the wall, in a flat arc, hard enough to both shatter the cartridge and embed a corner of the bare pcb into that wall, a semipermanent display of rage for anyone who would dare mention the title and the word "masterpiece" on the same breath.
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Thu Nov 06, 2008 4:31 pm        Reply with quote

spinach wrote:
Bottom line: Mirror's Edge is “designed by men who played Super Mario 64 and said "what the fuck is this shit?" before throwing the cartridge at the wall, in a flat arc, hard enough to both shatter the cartridge and embed a corner of the bare pcb into that wall, a semipermanent display of rage for anyone who would dare mention the title and the word "masterpiece" on the same breath".
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Thu Nov 06, 2008 9:37 pm        Reply with quote

Yes.
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Tlon



Joined: 25 Sep 2008

PostPosted: Thu Nov 06, 2008 11:07 pm        Reply with quote

i dreampt about this game last night. i was the girl! and i had to run and jump and climb and steal things and stuff
man i've never played the demo and won't be able to play the game but i'm still dreaming about the game
it must be subliminal advertising or something
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negativedge
banned


Joined: 04 Dec 2006

PostPosted: Thu Nov 06, 2008 11:17 pm        Reply with quote

I had an epic dream about Johnny Cash last night!

I don't know why.
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Tim



Joined: 05 Dec 2006
Location: Silver Spring, MD

PostPosted: Fri Nov 07, 2008 2:21 am        Reply with quote

UnitedBiscuits wrote:
TheTigerHobbes wrote:
The aesthetic in this game is pretty incredible. It looks like they had some really professional graphic designers on handy when conceiving it.


Whereas most triple A games look like they're ripped from an issue of Maxim magazine, the art directon is more in line with Wallpaper*.


Yeah, it looks kind of Valve-ish to me!
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glossolalia



Joined: 04 Mar 2008

PostPosted: Fri Nov 07, 2008 3:01 am        Reply with quote

better: if valve had ever known a perfect summer's day

yeah, i was really glad that radio voice aside the gameplay and aesthetic stayed true to the blissful feel of that original trailer, when the footage that came after seemed like it might be veering off into more generic territory. of course, the demo was the original trailer, so we'll have to see where the rest of the game goes. but at least they didn't ruin it or promise something that wasn't there.
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internisus
shafer sephiroth


Joined: 04 Dec 2006

PostPosted: Fri Nov 07, 2008 3:26 am        Reply with quote

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Mikey



Joined: 11 Dec 2006
Location: endless backlog

PostPosted: Fri Nov 07, 2008 7:56 pm        Reply with quote

Playing this game with some pumping techno in the background seems like a pretty good idea.

Ratatat is a good match for this game, I think.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Fri Nov 07, 2008 7:58 pm        Reply with quote

Man here is th conflict.

PS3 version is the favored one, right? But 360 has the custom soundtrack support guaranteed. Goddammit.
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Fri Nov 07, 2008 8:01 pm        Reply with quote

boojiboy7 wrote:
Man here is th conflict.

PS3 version is the favored one, right? But 360 has the custom soundtrack support guaranteed. Goddammit.


Well, SONY has had custom soundtrack support in the XMB for awhile now, hopefully DEVS start migrating that bullet point over to their PS3 version slideshows.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Fri Nov 07, 2008 8:08 pm        Reply with quote

Well the problem is, it requires the devs to integrate it into the game, similarly to how the original Xbox did, and we saw how that got used, rarely.
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Fri Nov 07, 2008 8:18 pm        Reply with quote

What is the 360's method then? I'm not familiar...
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skelethulu



Joined: 05 Dec 2006
Location: OAKLAND

PostPosted: Fri Nov 07, 2008 8:40 pm        Reply with quote

On the 360, when a game says "play song A now!" it can be intercepted and squashed by the currently playing custom soundtrack. So devs do nothing.

On the PS3, there is no "play song A now!" function built in (or at least, there wasn't at first). As such, when the user starts up a custom soundtrack the game has to stop playing its music.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Fri Nov 07, 2008 9:02 pm        Reply with quote

Even more so, the game itself has to be programmed to turn of its music and stream other music from the harddrive into its sound. The 360 basically says fuck your music and goes right over it.
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