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View Poll Results: A "Level-Creater" in Mirror's Edge 2?
LOVE THE IDEA!!!!! 7 38.89%
It would be fun. 7 38.89%
It would be nice, not needed though. 3 16.67%
Don't care... 1 5.56%
Stupid Idea 0 0%
Voters: 18. You may not vote on this poll

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Old 20-08-2009, 10:06 PM   #101 (permalink)
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I'm really not fussed about the new one as long as it has these:

1st person view ONLY,

Longer story line.


Apart from that I dont really mind what they add TBH.
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Old 28-08-2009, 01:14 AM   #102 (permalink)
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I for one loved the style and the flow of motion in the "cartoon" cut-scenes, i actually wanted more of em.

Yeah i get it alot of u guys(and/or ladies?) like AC but pls notice that this game it NOT AC, if u wanna play AC go ahead, if u wanna play ME it wont be AC simple as that.

Free-roam... really? if u ask me then no thx, give me levels, then when i'm done with the levels, give ppl some free-roam just to shut them up, but first and foremost level editor would be great, build a level send it to a friend then play on it together.

Diff clothes, rlly whats the point i mean u will not rlly c to much of yourself, this game is not a fashion show or running around in a bikini for "lols" if u want a dollhouse game i heard sims 3 is kinda popular.
But then again if there would b multiplayer they could thow in some threads or let u play as diff characters.

But i want ppl to know this game is Mirrors Edge, not Assassins creed, GTA or Tomb raider, nor shall this game try to become like that, why run around on the streets through crowds?,,, the point with the rooftops is that it is easier to get around and faster, less ppl, less cops, less traffic.
Ofc it would b cool to c some ppl when u run around in the offices and around the mall for some extra flavour.

And another note, ME is 1 of my fav games this gen.
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Old 30-08-2009, 10:48 AM   #103 (permalink)
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Default what the hell...

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Originally Posted by Lishman View Post
think i saw somewhere that they are planning to bring out two more, lets hope so

its a good game but there are a few bits that are a tad annoying

  1. It takes far too long in the lift sometimes i know that this isnt that much of an issue but i want to be playing
  2. Think that multiplayer options would be a good idea
  3. im thinking maybe a few sections when your running away and you even go on ground lesson and run through the public (assassins creed does this well)
any ideas?
I LOVE THE LIFT the minny little news reports and stuff like the one saying running dandrus donnt let ur child out of ur sight he choud be RUNNING DUN DUN DUUUUNNNN those reports are funny as hell man u shoud read em some time lol
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Old 11-09-2009, 08:39 PM   #104 (permalink)
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Add some flips to the Mirror's Edge 2, that's my idea!!!

It would be very very good (awesome), especially in a 1st person parkour game like mirror's edge to add in some freerunning elements and moves. It would be amazing if you could run toward a drop then jump, throw your hands down in a correct moment, then tuck in when you are at the peak, then the world world would spin around as it would if you were doing it for real. Then release from the tuck when you think most appropriate in order to land that hight. All that + a lot of variables, so you need to think how hight to jump and when and for how long to tuck (if needed) before releasing and hopefully landing. If you under rotate you stumble and fall back and if you over do it you miss the ground and go face first. That's the main outline but it could have much more variations of how you can land, which will then determine on your over all speed due to those stumbles and bails if there were any. So That's a front sum, you could do the same cool stuff for all sorts of other flips including the ones off walls and horizontal poles. + all that and make it so the player can make up moves and try out different variations of jump, direct the jump, tuck, hold, release and so it could be done in different places (any place on the map). Would not that be just awesome!!! Oh yes, it would be great to have an online jam mode, where people share tricks and like 10 people on the same map just doing anything they want.

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Old 12-09-2009, 07:10 AM   #105 (permalink)
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ok i have thought of some good ideas but it is a very long term project and probably is not going to happen but what if you had an online server(s) that aloud you to roam and chat with people and perhaps make it possible to help each other out.

practical (sorta)
make the story longer it was to dang short it almost made me feel like i mist part of the story line i actually plaid it again to make sure i didn't miss anything. and make it more divers i have many other ideas but this is the general idea
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Old 26-09-2009, 11:24 AM   #106 (permalink)
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Well, I have a few quick comments.

No free-roam. It's a nice idea, but it'd be hard to implement without detracting from what the game is, and even if they pulled it off, it wouldn't actually improve anything. it'd make it different, not better.

Map editor would be nice. Customising existing scenery, or full free map creation with the set peices from the pure time trial maps would be awesome.

Custom characters I only think would be good in multiplayer. Maybe have customisable abilities as well - Depending on the game mode, players can be Runners or Pursuit Cops, Pursuit Cops can't run as fast, jump as far, or roll, but have armour, SMGs, and a disarm reversal which knocks the Runner back (but doesn't hurt them). The guns would be unusable while performing anything more acrobatic than a jump (wallruns/climbs or vaults), and firing while moving or at long range would be horribly inaccurate.

Would be nice if you could customise abilities in multiplayer as well - Runners could have a choice of several abilities in place of Faith's bullet-time ability, including improved roll (makes rolls easier to pull off, and effective on higher falls - but reducing instead of negating damage), improved sprint speed (which would also increase jump distance), conditioning (reduces damage taken from high falls). Pursuit Cops could swap the SMG for a shotgun or assault rifle, but at the cost of wallrun and wallclimb abilities. They could also drop the SMG and gain the ability to roll, with their armour giving them the same ability to survive falls as a Runner with conditioning, but still with their reduced speed and jump distance.

In combat, there are a few changes which could be made. The most obvious solution would be the ability to lead from an attack straight into a disarm. However, a nice alternative would be if you could get moving takedowns, so you could lead from a jumping or sliding kick into an instant-KO attack (pressing the disarm button as the attack connects) that allows you to keep your momentum up while taking the target down. This would obviously mean you can keep moving, but you wouldn't get the target's weapon like you do with disarms.

EDIT: Longer than I thought it would turn out, and still missed something... While I don't like free-roam, there should be more freedom in pathfinding in the missions. Some levels or parts of levels with very guided one-way-only gameplay is fine, but at least some missions should have several routes through or around each obstacle.
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Old 27-09-2009, 07:49 AM   #107 (permalink)
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The only problem with the fast take-downs everyone wants is that it would make fighting groups of enemies so much easier than the developers would intend
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Old 27-09-2009, 06:19 PM   #108 (permalink)
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I don't get how there could be a mirrors edge 2 or 3, the name mirrors edge itself describes how runners live between the normal people and the rooftops due to the cities totalitarianism, but in the end of the game you SORTA kill the totalitarianism/ security
so there wouldn't be runners... maybe just people doing parkour randomly like the game-
Freerunning
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Old 27-09-2009, 07:31 PM   #109 (permalink)
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Quote:
Originally Posted by Raman361 View Post
I don't get how there could be a mirrors edge 2 or 3, the name mirrors edge itself describes how runners live between the normal people and the rooftops due to the cities totalitarianism, but in the end of the game you SORTA kill the totalitarianism/ security
so there wouldn't be runners... maybe just people doing parkour randomly like the game-
Freerunning

You kill Jacknife... He was only a small problem if you look at the bigger picture. Calaghan is still alive and so are PK. So this could carry on until Calaghan is dead or the he's been exposed. This could be dragged out into 7 or 8 games if they wanted to.
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Old 02-10-2009, 11:24 PM   #110 (permalink)
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Default My idea's !! pls read :D

Well I might have taken already discussed idea's but didnt have time to read them all, well I hope you guys read my idea's Think it has some potential for the 2nd part of the game Also I hope the devs will also read. HERE IT GOES -->

My idea’s for mirrors edge 2:
I will separate my idea’s into different sections.
1 st I want to talk about solo gameplay:
Well the 1 st game was great already but it could be done better, I would like to see free roaming (nowadays machines should be able to pull it off), also multiple ways of completing a mission (Stealthy/violent/multiple routes/speed/etc.). Storyline could be a bit longer :P also the cut scenes should be done with the engine, cause the engine looks awesome. Also more moves would be nice, maybe some kind of stat (leveling system where you can train certain attributes ?) People want to be different from each other so this would be nice. Just let people create their own character, maybe use some kind of face recognition software like in Fifa 10 where the game scans you for and creates your own 3d face in game. Also clothing etc, so you can use that in multiplayer as well. Replay function, people love to make movies, this would be a nice feature to create your own running movie.
2 nd multiplayer I:
I would like to see a co-op option in the game where you can do the single player campaign / a new kind of campaign. I think this game is just perfect for co-op, helping each other reaching new heights / new moves. Opportunities enough to make the game exciting for 2-4 players. (maybe look at splinter cell, they did a awesome job on the co-op stuff)
3 rd multiplayer II:
Well this game needs a real multiplayer option, this will keep the gamers playing the game and tell their friends etc etc, which means more sales. Creating online competition etc (clans etc).
1: Runners mode: Some kind of race mode 2-8 players, well who will be the fastest from A-B ? maybe some kind of stuff to push each other ? more or less competition style.
2: Briefcase mode ? 2 teams (4vs4 ?) battle for a briefcase, that would spawn somewhere in the city. The teams look for it (people should be spread or start at 1 point (each team), many options possible) and try to get the brief case and gain a point…. Discuss with the community I would say :P
3: Style mode ? Gain points on doing the most sick stuff, and best moves etc and gain points for it…. Maybe a bit like… Tony Hawk’s skating games… just throwing in a few idea’s :P Just want that the 2 nd part of the game will be brilliant!!!
4 th community stuff: Well a map editor or something like that, so modders/level designers can create new parcours etc. so people can actually compete in new maps/routes.
Well that’s it for the moment :P think it’s allot of stuff that can be discussed, also I hope this game wont end up being some kind of shooter, I hope it holds its own roots… which is the free-running.
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Old 15-10-2009, 12:26 AM   #111 (permalink)
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I played Mirrors Edge and I really loved it.

One of the things I really liked was the dystopian setup and the use of color to mark specific zone types - that was really good. I found it immersive because that type of gameplay fit the story very well. Color is a very strong way to promote ideas in a dystopian world and it worked really well here. I hope they keep this up.

There are some good ideas in this thread - I particularly liked the idea about having more NPCs in the world. That would bring an added level of depth to the world - hopefully, EA could orchestrate this to really enhance the separation between the Runners and the rest of society (the sheep, perhaps). Think of any novel like 1984, or a movie like Equilibrium. There's an evident division between resistance characters and regular people.

Last thing - the cutscenes. Many people didn't like the flash cutscenes. I thought that it worked really well to blur the line between reality and fiction, which I think is what EA was going for here - it worked. The cutscenes ended up being a good way to move the story. I thought it was a very cool concept and I liked the way they did it, but I think that the art style could be refined a bit. Something like this (Hulu - Spider-Woman, Agent of S.W.O.R.D.: Agent of S.W.O.R.D., Episode 1 - Watch the full episode now.) would be really cool. It'd be even better if it could be fully animated - a live-action performance, but with those artistic effects and overlays. That's a stretch, I suppose, but one can dream...

If the areas ever become truly open-ended, I don't think a map would be fully necessary (perhaps if you've visited the area, you can access a basic topology map). GPS coordinates would make more sense from a story and character standpoint while still allowing the player to find his or her own way through the levels. Actually, this might be a welcome addition to regular linear levels, as well.

EA, I hope that you read all of these comments. I really enjoyed Mirror's Edge and I'm hoping for a second one that is even better than the first without dumbed-down gameplay for those who can't handle dying. I really liked the presentation of the first game and I hope that it continues to the second. At the risk of sounding lame, I say keep up the good work!
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Old 15-10-2009, 03:49 PM   #112 (permalink)
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Agrred. I hope they keep the whole colour thing that was going on. I honestly loved that.
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Old 17-10-2009, 05:22 AM   #113 (permalink)
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Default My suggestions to Mirror's Edge developers

Disclaimer: I have various thoughts that I would like to share with the developers after I finished the game. These are my personal views on how to make this game more fun to play. My intension is to provide developers more ideas in the hope of getting a better sequel. Even though I wrote a lot of criticisms and areas for possible improvements, I still think this is a good game that worth my time to write the following suggestions.

Since I have spent a lot time on writing and thinking, I hope this post can be sent to the actual game developers by forum administrators. Thank you.

Now let’s start:

------------------------------

·Control Scheme

The reason why I want to start with this topic is because the goal of this game is to create a fast and smooth running experience. By smooth I mean the player should be always running and jumping between buildings without being obstructed by a cumbersome control scheme. It is apparent that the game designers have spent a lot of time on simplifying the control scheme by allowing players to complete the game mainly using the “jump” (L1) button. This is great. But what is not so great is the L2, R1 and R2 buttons. (I only used the default scheme in the game so this is the only scheme I can comment on).

Let’s start with the L2 button. This buttons allows players to drop from the ledges they hang onto or roll on contact with the ground. The problem here is sometime I try to jump from one roof to another. But due to bad timing, my jump is short sometime and I ended up hanging on the edge of a roof. Due to the first person perspective, I rarely look at my feet when I jump. Thus, there is no way for me to tell if I am going to land on the roof or on the edge while I am in the air. To make sure I make a successful roll while contacting the ground, I press L2 in advance and find my character hanging on the ledge and then dismounted from the ledge … The problem here is two contradicting functions are assigned to the same button. You either get safe roll on landing or dismount.

The same problem happens to the R1 and R2 button. I think a lot of games use R1 for firing a gun. But for some reason, R2 is used for punching and firing weapons in this game. The R1 button is saved for 180 degrees turning. I understand that there must be a reason for this design. However, this scheme works against players when they are running and trying to fly kick some foes in the air. The following scenario happened numerous times to me while I was playing the game: I was running up to a guy and trying to jump kick him in the face. I pressed L1 and started the leap, then I pressed R1 thought it is the punch button (because it is so much easier to press than R2). You can imagine the rest of the story now. I turned 180 degrees in the air and landed on my butt. While I was standing up, I got shot on my back from point blank distance. I think the problem here is: the punch button is used more often in intense situation in the game in comparison to the 180 degrees turning button. Thus, I suggest swapping these two buttons.

I hope these two examples above demonstrate how the control scheme breaks the flow of the smooth running experience and works against the players.

·Quick Time Event (QTE)

I think this game can benefit a lot from using QTEs. The first person view can make a stronger impact and make the game feels more immersive. I hope QTEs can be added to Mirror’s edge two. But to make the QTEs looks more interactive and immersive, a lot of attentions have to be paid to the subtlety in the game which is the next point I am going to bring up.

·Subtlety

There are few moments in the game looked awkward to me. In the tutorial plot, Celeste was running from one roof and jumping to another. Her running path was on a curve which means she should lean towards to the direction she was turning. However, her body was straight up as if she was running on a straight path. Later on in the same chapter, Faith threw a bag to her. It was obvious that the bag’s trajectory was not affected by gravity and it felt like the bag had no mass. In chapter 3 (if I remembered correctly), there was a scene where a police was standing on the edge of a path. It is obvious that the game designer expects players to kick him off the edge and that’s exactly what I did. However, the problem here is he didn’t yell “Ahhhhh…..” or anything after he fell off the edge. It feels like he was just a prop that fell silently.

In the later chapters, there was a street scene where Faith had to run onto a bridge. There were no pedestrians or cars on the street. It was so empty. Wouldn’t it be great if there is a scene that players have to push off pedestrians and run away from the police? (like a classic crowded market chasing scene seeing in movies)

You might ask why I am so picky about these little details that takes great amount of effort to produce but do not add any benefit to the game play. The reason is when I see those moments, the immersion the game tried to create through beautiful graphics and the first person view discontinues. Those moments suddenly pulls me out of the game world and reminds me “The game designers are careless about details…” (Even though this may not be the truth).

Adding more subtlety to Faith’s movements could also make people feel “She is a human-being, not a running robot”. For example, adjust the friction of different surfaces she runs on so that players can get a sense of slippery while running on glass roofs. Also, you can add random movements where one of Faith’s hands slips while gripping a ledge, or part of the ledge falls off and she has to grip again. Moreover, adjust the sound of her footsteps when she runs on different materials would help too. All in all, more subtleties need to be added to make the game world feels more believable.

·Stealth Action

I think it would be great if there are sneak-in missions that require players to walk/run quietly and sneak into a building under the enemies’ eyes. For instance, mimic the Metal Gear series but with more acrobatics and speed.

·More actions

One action that came immediately to my mind is zig-zag vertical wall jump and the other is sprint. I think it is worth to explore adding a few “not so realistic movements” to the game. To make players to use a combination of actions more strategically, a stamina gauge can be added that decreases as players sprint and hang onto ledges (Like in the Shadow of Colossus)

·Adding dynamic environments

The terrain in the game is fixed. It would be more interesting if there are scenes that have deformable terrains to force players to make decisions while running towards the goal. For example, running on the top of a collapsing roof or running on a street where buildings are collapsing around you.

·Storyline

I don’t mind if Mirror’s Edge has a boring storyline because its’ selling point is the innovative gameplay rather than storytelling. However, the story itself has to be logically thought through. Faith is supposed to run away from guard and hide as much as she could to save Kate. However, there are many scenes (especially towards the end of the game) where polices are chasing you with shotguns and heavy machine guns (I am glad I didn’t see rail guns). I know you can run around without killing them. This would work if I knew where I am supposed to run to. The problem here is I have no idea where I am suppose to go unless I have time to spec the environment first. I remember I died at a scene more than 15 times because I don’t know where I am suppose to go and got shot at as soon as I entered the scene. I was “forced” to take out the guards first and start to shoot around. How could killing security guards helping Faith to get what she wants in terms of the storyline? Also, there is a cut scene where Miller shot two guards from the back. It made me to seriously question what is wrong with him and how does his reckless action fit within the plot…

·Runner’s Vision

Since players can only sense the game world through first person view, players cannot get a very accurate estimation about how high and how far the character could jump. Also, the first person view limit the field of the players’ view which limits the players’ ability on route planning (in comparison to 3rd person view). The use of the red highlighted objects is a good way of providing hints to the players but it is not enough. There are scenes in the game just do not give players the time to explore to find these hints (like the example I mentioned in the previous point). I think a “ghost runner” system would help in this case to give players indications where to go if they get stuck at a place for a long period of time or die continuously. Something similar to the ghost system used in the speed run mode can be used in this case. Players can follow a running ghost when they need help. Of course this system has to be adjusted to not make the game too easy to finish.

The “circle”/hint button is not very useful in the game either. Because it always points to the destination in a scene which is usually obscured by many building blocks from where players stand. If we break the route from the start location to the destination into many step points, the circle button should point the players to the next nearest point rather than the end point. This hint system can be combined with the “ghost runner” system mentioned above to provide a nice visual help to the players who get stuck.

·Miscellaneous


-Add more save points within a large area.

-Display a pick up object icon if there is a pick-upable object lying on the ground. I don’t look at my foot while running so a more obvious icon at the height of players’ sight would be useful.

-Make the wall running -> 180 degrees turn jump easier: Should allow players to hold the R1 button while wall running. Sometimes, it is hard to know when it is the right time to turn your head while wall running. It would be better if players can hold the R1 button for a short period of time while Faith is running on the wall and press the L1 button to jump when she is at the right place to jump.

---------------------------------------------------------------

I have more ideas about how to make the story interesting but I am not going to share them here because they are too subjective. Maybe I will start another thread to talk about them.

To Mirror's Edge game developers, if you read this post, could you respond by posting or PM me so that I know the effort that I have spent is not wasted? Thanks.
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Old 17-10-2009, 12:49 PM   #114 (permalink)
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We have a huge thread for this.

Mirror's Edge 2 Ideas
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Old 17-10-2009, 03:28 PM   #115 (permalink)
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Mirror's Edge is supposed to be more realistic. Some of your ideas are fine. But things with gauges on screen and button markers makes it feel less realistic. You don't run around with floating gauges and invisible people telling you what to do or when your tired. But I also think that they should make it so that ledges and other surfaces that are reachable appear red in runner vision.
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Old 17-10-2009, 05:09 PM   #116 (permalink)
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Mirror's Edge is supposed to be more realistic. Some of your ideas are fine. But things with gauges on screen and button markers makes it feel less realistic. You don't run around with floating gauges and invisible people telling you what to do or when your tired. But I also think that they should make it so that ledges and other surfaces that are reachable appear red in runner vision.
I don't think a gauge and button markers make the game less realistic because

1) Being able to hanging onto a ledge forever is not realistic
2) Runner's vision is not realistic, so I don't think button markers in QTE would make the game feel less realistic

I agree with your point of showing ledges and surfaces that are reachable appear red.
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Old 17-10-2009, 09:10 PM   #117 (permalink)
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I don't want to make an argument but runner vision is only supposed to personify how you would see the world as a runner. Faith may see a vent's purpose differently. So they use runner vision to show what Faith "thinks" of a certain object. That's about it on runner vision. Button markers are fine I guess. I just don't want this red bar on the side of the screen draining as I run around.
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Old 17-10-2009, 09:24 PM   #118 (permalink)
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Don't get me wrong, I like runner vision and it is essential to this game.

Using a gauge is just one way of showing things, it can be expressed through shaking arms due to fatigue and a background voice saying "I can't hold onto it anymore".
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Old 18-10-2009, 01:13 AM   #119 (permalink)
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Oh. THAT kind of gauge. That would be good.
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Old 18-10-2009, 01:12 PM   #120 (permalink)
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Default Ideas for Mirror's Edge 2:

My only thoughts towards a new Mirror's Edge would be to maybe change-up the control scheme, or just create variables so that people can choose what they like. I liked the story, that bit was fine.
Something that should change would be the linear levels. Its a parcour/free-running game. Emphasis on FREE. I'm not saying "Open World Game", but what about wider levels with MORE ways of getting around, just a little bit more creativity for those who want it (like me).
Another fun addition, would be a level-maker. A room or piece of a level where players can delete or move or change the size of things to make it more to there liking. Again, it's just a bit more creativity for people who want it (like me).
If some of you agree with me on things, please leave comments and maybe other ideas below.

Thanks for listening
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Old 18-10-2009, 01:39 PM   #121 (permalink)
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Like I said with the other thread this should be posted in

Mirror's Edge 2 Ideas
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Old 18-10-2009, 02:33 PM   #122 (permalink)
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Thanks for continuing to post your ideas
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Old 18-10-2009, 08:36 PM   #123 (permalink)
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The Mirror's Edge forum is kind of well,dead.
SOMETHING NEEDS TO HAPPEN >:-(
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Old 18-10-2009, 11:28 PM   #124 (permalink)
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Quote:
Originally Posted by The_Mirrors_Edge View Post
The Mirror's Edge forum is kind of well,dead.
SOMETHING NEEDS TO HAPPEN >:-(
Yeah but we are still here.
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Old 19-10-2009, 11:56 PM   #125 (permalink)
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True.
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