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Mirror's Edge Catalyst

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,094
Mirror's Edge is now a parkour and whiny overprotective boyfriend relationship simulator

Are you talking about her father?
 

pippin

Guest
Mirror's Edge was a fun timewaster for an afternoon, I never cared about the story and I gotta say the cutscenes made little sense for me. I used mouse and keyboard, so making consecutive jumps was more of a problem for me than trying to understand the story.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,094
I will watch it on youtube.

Edit: I mean the movie.

Edit 2: Yeah, EA needs my money like this game needs replay-ability.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
And of course, the game features a skill unlock system now. Because God knows why, but you can't release a game nowadays without some shitty skill progression system tacked on. Fuck you EA, fuck you!
Mirror’s Edge Catalyst seemed like one of those games that was never going to happen, a sequel to a beloved game that wasn’t exactly a best-selling hit. Fans who’ve been waiting for more beautiful free-running are happy that it’s coming out soon but some don’t like how it’s handling its upgrades.

The original Mirror’s Edge was sleek and spare, leaning hard on a minimalist approach to its visual and mechanical design. Based on the preview footage hitting the internet over the last 24 hours, its sequel seems to diverge from that just a bit, with regard to how it’s treating some movement abilities.

You can wath it at the 7:58 mark.


The gray icons appear to be default abilities that players can use at the start of the game, while the one below will need to be opened up as the game progresses. While this is a typical way to treat skill progression in most video games nowadays, some reactions to this change have been grumpy:







hopbcae1kca8fhnqinwz.png

comment from this NeoGAF thread
Catalyst senior producer Jeremy Miller talked about the changes with GameSpot:

“We’ve got a different control scheme. It’s a little more intuitive and fluid. Part of having this progression in there is to allow you to be able to master your tools, and to give you a little bit of breathing room so you feel confident and excited about what you can do.”

When asked specifically about not giving players immediate access to basic moves such as Quickturn, Miller noted that by introducing it gradually, players tended to explore the new opportunities the ability provided more.

“The quick-turn is a slightly more abstract tool and people didn’t use it as much [in Mirror’s Edge],” he said.

“We’ve seen a distinct increase in people going, ‘Oh, I’ve got this, how do I use it?’ It’s worked into people’s movement language much more successfully as a result of doing that.”


It makes sense for new moves, especially combat ones, to be used as incentive to play and explore more. But doing the same thing for skill players could already use in the original Mirror’s Edge doesn’t follow the same logic. Folks everywhere will get to see for themselves how these changes feel when open beta hits on Mirror’s Edge Catalyst on April 22.
 

ultimanecat

Arcane
Joined
Mar 19, 2015
Messages
580
It's the same "progression" as the recent Tomb Raider or Far Cry games. There is no "combat build" vs "exploration build" vs whatever, you just get silly points to upgrade things because people like to unlock shit to feel like they're progressing. Playing the game normally, you're going to have cleared the entire ability tree well before the game is finished unless upgrades are specifically gated behind certain points in the campaign.
 

Wirdschowerdn

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
34,603
Location
Clogging the Multiverse with a Crowbar
System Requirements revealed:

http://www.mirrorsedge.com/news/pc-...social&cid=4410&ts=1461082297261&sf45807239=1

MINIMUM:
OS: Windows® 7 64-Bit (use the latest Service Pack)
CPU: Intel i3-3250 / AMD FX-6350. (Note: Mirror's Edge Catalyst requires at least 4 logical cores to run.)
RAM: 6 GB
HARD DRIVE: At least 25 GB of free space
VIDEO: NVIDIA GeForce® GTX 650 Ti 2GB or better / AMD Radeon™ R9 270x or better
INPUT: Keyboard and mouse, dual analog controller


RECOMMENDED:
OS: Windows® 10 64-Bit (use the latest Service Pack)
CPU: Intel Core i7-3770 at 3.4 GHz / AMD FX-8350 at 4.0 GHz
RAM: 16 GB
HARD DRIVE: At least 25 GB of free space
VIDEO: NVIDIA GeForce® GTX 970 4GB or better / AMD Radeon™ R9 280x 3GB or better
INPUT: Keyboard and mouse, dual analog controller
 

pippin

Guest
25 gigas. Here comes the supermegahypertextures of white floors and walls.
 

mastroego

Arcane
Joined
Apr 10, 2013
Messages
10,260
Location
Italy
Hmm. I'm slightly above those minimum specs except for the Service Pack (I'm still at #1).
Can't be bothered to upgrade.
Actually I'm even above the Recommended specs if not for the 16g RAM.

Well, it's not like it's a day one purchase for me, anyway.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
16 GB, really? How much ram do you need to hold a flat white texture anyway?

Nothing in the trailers we've seen suggests that this is a significant upgrade to state-of-the-art graphics that require so high specs. My PC easily meets the recommended specs but I'm still worried that they've skipped on optimization or are otherwise trying to solve bad programming with hardware.
 

Wirdschowerdn

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
34,603
Location
Clogging the Multiverse with a Crowbar
16 GB, really? How much ram do you need to hold a flat white texture anyway?

Nothing in the trailers we've seen suggests that this is a significant upgrade to state-of-the-art graphics that require so high specs. My PC easily meets the recommended specs but I'm still worried that they've skipped on optimization or are otherwise trying to solve bad programming with hardware.

It's probably not used for graphics, but for data caching.
 

sexbad?

Arcane
Patron
Joined
Apr 7, 2013
Messages
2,812
Location
sexbad
Codex USB, 2014
If you want a good looking game in an at all well designed sandbox, instead of some RAGE-linear corridors or Far Cry 3/4-empty shitholes, you're going to need to use a lot of memory for proper simulation of cool stuff. Hopefully they will use it well, but I'll remain skeptical.
 

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