Mirror's Edge Sequel On Hold
An anonymous reader tips news that Electronic Arts has rejected DICE's pitch for Mirror's Edge 2, halting development on the sequel to 2008's Parkour-inspired first-person action game.
"'Patrick [Soderlund - EA driving and shooting game boss] acknowledges that Mirror's Edge didn't match up to their expectations regarding sales, and that has stopped the sequel that has been in development,' declared the report, published originally in December. EA was shown a prototype, but declined with askance. The project has been stopped — involved parties at DICE are working on something else now. Patrick himself seems to have Mirror's Edge near his heart, but they are not in the business of charity.' Presumably the extra development is going into Battlefield 3 — EA's well publicized attempt at wrestling shooter supremacy from the Call of Duty series."
This is bullshit, Mirror's Edge was barely a game. We've seen the single player campaign fps thing a billion times, it really needs to go big! The sequel really would of been what it needed to deliver the first time around. Ah well another reasonably original IP, dies another shitty sequel is made.
Such a shame, the first one had so much potential but was partially spoiled by terrible map design and an awful lot of player deaths.
Because they do not judge the value of something based on quality, but exclusively on money. This way many good products get ditched...
My book: Friendly F#, fun with game development and XNA; my game: Galaxy Wars by VSTeam; my gamedev language: Casanova.
It was one of the things I really liked about the game; not the motion sickness, obviously, but the fact that you felt like a person rather than the camera-on-wheels effect that most FP(S) games seem to go for.
While Mirror's Edge was a fun game to play, I felt it lacked the substance that many games have. The storyline was short and hardly captivating, and the levels were too few to consider it for purchase and replay. This is where Gamefly and friends with games are great! However, I certainly enjoyed the Parkour style of movement, the combination of fist fights and disarming/shooting enemies with their own firearm, and the speed challenges after playing through the story mode.
:D
It wasn't ever meant to be a blockbuster which changed the way people think about shooters and gaming in general, but it does have its own little niche in my VG memory. Many shooters have an extremely linear path which you're obligated to take in order to progress the storyline -- Mirror's Edge helped delineate that path, created a mode where the player could sometimes think outside conventional methods of completing a task. Jump over the pipe, slide under it, go around it? Avoid the guard, beat him up, or shoot him from a distance?
It wasn't a total revelation, but more than once I've wished I could do some of the things you did as Faith (the protagonist, for those of you who didn't play Mirror's Edge) while playing different games. Nothing wrong with shooting everything dead and letting God sort them out, but it's nice to have options. This game made me think about those options...even if I still choose the trigger
What else can happen when an unstoppable force collides with an immovable object?
This is very disappointing news. Mirror's Edge is one of my all-time favourite games. According to vgchartz.com, it sold over 2 million copies between the PS3 and x360 versions and probably a lot more since those number were last updated. That's pretty close to Dead Space's figures (2.6 million), and EA was also disappointed with the results of that project. Yet, Dead Space 2 has arrived complete with a ton of marketing. I don't see how anyone can claim that Mirror's Edge wasn't a success, even if EA's expectations were wildly optimistic. I hope that it doesn't get resubmitted and released in future as a terrible multi-player game, but I do hope that there is a sequel eventually.
A full combat implementation was one of the natural potential developments, and I think Brink will do it well, even if it doesn't give the original any credit.
Apart from all its strengths it suffered one HUGE flaw.
It had the flaw of the most extreme console platformers. The HUGE "how the fuck was I supposed to know THAT" flaw.
Some platform games have lots of hidden features or specials that can only be found through methodically exploring every last pixel of a level. The worsed (or best if you like this) of them even have in the main game play. Where your progress through the game is a constant Trial and Error approach with you NOT being able to do just get it right the first time because there was no way for you to know what to do.
You know the examples, the landing target you can't see until you made the jump meaning a fall to your death until you got the jump correct. The enemy attack that you can only counter once you know what it is.
Mirror's Edge looked a LOT like a FPS and most modern FPS give the player a different style of game. If you are good most of them can be played first time around without dying because challenges are about seeing the problem and then solving it. Not, oops I died WTF happened. Mirror's Edge was nicely done in the tutorial but pretty soon you were to often caught by guards while trying to figure out where the hell you were supposed to go to.
There is a reason Tomb Raider doesn't have so many guards running around while you are exploring. ME just forgot that there is a reason racetracks have got far more signs showing you were to go then a ordinary road. Because at 300+ km/h you do NOT want to have any surprises about the upcoming corner.
For many the game held a lot of promise but since it was all about speed its "run a bit, fall, reload, run a bit more, fall, reload" gameplay just wasn't it. It appealled to the kind of person who gets a kick out of memorizing a Mario run through. For the ordinary Maria player who just wants to run through a level it was to unforgiving and to obscure with where you were supposed to go while also constantly adding pressure so you never could just look around to see what the designer had in mind you do next.
That 99% of the time there was only one path didn't help either.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
I played the first one on the PS3. The game was great! I thought using parkour for a game was awesome fun.
I don't know what the controls were like on other systems, but the PS3 felt pretty natural to me. It was so much fun to pull off strings of moves, like doing a wall run, then spin and jump, grabbing onto a pole, flinging yourself forward to some platform which you hit at a running pace. Once the controls became instinctive, the movement just felt so natural and fluid. An excellent game. One of my favourites.
> Mirror's Edge was crap,
I'm a game programmer, designer, and my friends know that I tend to be very vocal about ranting (-negative) and rave (+postive) about games _with_ very specific design (& implementation) reasons WHY said games are good/bad.
You haven't listed _any_ reasons.
I am going to include what I emailed my friends back in Dec '09 when I finished it.
Raves
+ Story was engaging enough for me to actually finish the game - it was half-decent. I was entertained. Maybe I had no expectations, or was able to put all the hype aside. Regardless, they could of easily messed this one up, and was thankful EA didn't fuck it up or make it worse then it could of been.
+ The martial arts mini-boss battle with the white assassin was REAL interesting to figure out how to beat. The hand-to-hand combat was neat when you were able to execute the timing.
+ Artistic / Beautiful (over-saturated) world, even if bordering on "bland." The main menu definitely has a very cool look to it when you stop and considering it is all being rendered in real-time was used to be pre-rendered cut-scenes just 5 years ago. The "visuals" of the game reminds me of originality of the pre-rendered cut-scenes of Privater.
+ Music was awesome and fit the mood perfectly. Rank 11 / 10 .
+ The game is literally a puzzle game -- where do I go next. I enjoyed the last few levels of the game the best. Initial frustration turned to joy of figuring them out.
http://www.mahalo.com/mirrors-edge-kate (Start watching around 5 min mark)
http://faqs.ign.com/articles/953/953471p8.html (or start here)
+ You can skip the cutscenes! Thank-God.
Rants:
- Unfortunately, most of the time you have no clue how to actually get where you are supposed to go. Yes, I used the built-in hint to view. I still spent far too much time trying to figure out how the heck to get up there. Yes, this is a VERY fine line between spoon feeding the player and forcing him to solve difficult puzzles. While the overall level design was good, the individual specific environment hints of where to go next was terrible. The levels were for the most part, not intuitive. Which leads me to my next point...
- I grok the point of the game. I really do. You pull off all these amazing moves in one zen flow of execution and it feels fucking fantastic!
The hard Reality of the situation: You spend 1 minute figuring out where to go next. You die. You figure out that jump / climb, then you get stuck again trying to figure out the next 'segment'. Repeat ad nasuem. This constant interruption on trying to figure out how to make your way from 'Start' to some vague 'Finish' location, TOTALLY breaks the flow of the game. Each time you die, you figure out a little more of the "path" you are supposed to take. Finally, after 20 deaths, you can "chain" all the movement together, it feels awesome to do all these "stunts", and you think "this game has potential !" Then you die, and you realize you are a new checkpoint and you get to do it all over again until the chapter is done. LOL.
- Bad save-points. There was even one point where the save-point was BEFORE a cutscene, so when you died you had to skip it all the time. WTF? Place the dam save-point AFTER. If cut-scenes weren't skippable, I think this would of been a pretty major deal breaker.
- Was too easy to accidently skip the cutscenes. The first time I played I actually ended up skipping the cut scene when ending the first level because I didn't realize my direct action was over !
- The world is BARREN. Aside from a few pedestrations you see down below on the street, you never see anybody "normal" in any of the offices or indoors aside from Police or a few people dependent on the plot. Even the inside offices were "too clean." Not even a secretary was around ??? Grand Theft Auto was (partially) suc