Mirror’s Edge EP6: Who Runs the Runners?
Many of the combat encounters in this game really do feel very poorly thought out. In a lot of them, it seems like the intention was for the player to take out a guard and get his gun, then shoot everyone else. Except enemies are often placed with long open spaces between you and them, meaning you’re likely to take some damage just getting close enough to attack. And then to get a gun, you have to wait for the guard to enter a melee attack animation, which doesn’t always happen immediately, and then catch the weapon within a very small window. Worse, the weapon will turn red, indicating you can grab it, before the actual grab window seems to open. And if you miss, you take about half your maximum health in damage.
What results is a lot of what you see in the video; ducking and hiding behind cover and trying to sneak around to get a good approach at an enemy, and then flailing while you try to guard or punch the enemy to death while everyone else shoots you. Incidentally, you tend to die a lot.
Later fights in the game against the runner cops get it more right; since they move like you do and don’t use guns, so you can try to run away from them and the game doesn’t put any artificial walls in your way to make you fight them. The game’s chase sequences also work pretty well, like in the first level where you’re being chased by cops and can stop to fight them, but you can also avoid them and continue freerunning. But these forced arena fights where it’s almost impossible to evade and escape them as long as anyone is left standing? Well, that was the whole problem everyone complained about in this game’s combat. Unfortunately, while Catalyst makes the arena fights somewhat more bearable, it doesn’t remove them or make them any less frequent, which is one of my main criticisms of the game.
Glitch voice > Josh voice
I think it’s sometimes fun to have these moments when you die over & over – it’s closer to the authentic experience of playing the game, and you tend to be amusing & entertaining when it occurs. Just breezing through the whole game every time’d be a little odd. (Well, it’s fun to watch, anyway; it might be a little frustrating for the player & commentators! So, thanks for ploughing on through.)
Agreed on the authenticity – I died numerous times in various sections of the game. Although, the spirit of the game (at least its original concept) might actually be to just smoothly flow through the whole game, with little or no deaths. 🙂
no
Sometimes when they fail over and over it gets bad enough that Josh’ll make a montage, and on occasion these sections are amongst the most entertaining and even artistic sections of the show. I guess if you’re mainly wanting to watch a regular Let’s Play and get through the game as quick as possible then I can see why they might annoy. I’m mainly here because I enjoy the commentary, and the quality of that isn’t dependent on seamless progress.
I’d just like to offer absolute solidarity with Glitchy’s stance on spoilers. We were warned!…
So, have I watched enough of this season to say that this one of the worst seasons to WATCH, i.e. gameplay wise? Even when the platforming is going well it’s somehow not that interesting to watch in motion (the design is nice in places, but it’s not that compelling to watch, I think mostly due to the perspective). But watching the repeated being shot, flailing and physics nonsense makes watching it as frustrating as playing must be*. I still love to listen to you guys, enjoy the introduction of Alex and Glitch, especially now that Glitchs audio is way better. But my God, it’s a chore to watch and it surprises me, as from the beginning I was very excited for this season. I was frustrated playing Mirror’s Edge and wanting to desperately love it more for it’s design and genre choices, but I couldn’t stand playing it. Watching it is for me the exact same experience.
doubleyouteeeff Joshy, why didn’t you ask the nice people to stop shooting you?
Also every time Glitch asks how much of the game is left it makes me think of those “are we there yet?” moments in long car journeys.