Mirror's Edge: Catalyst - new previews/videos - Closed Beta begins April 22-26th

Don't forget the standard AAA open-world collectible spam:

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i'm in love. looks like a natural continuation of the first game.

yeah typical collectathon basura, but the dynamics look the same with some refinements which is great.
 
you might want to re-read my comment as the roll button was exactly what I was talking about not the jump button

hence the mention of automatic rolling at the end of that comment


unless just jumping around has rolling as an automatic animation, these gameplay videos are poorly showing what a normal ME player would do

You've edited your post. See the quote for what you originally said.

Either way. Simply holding down a different button to the jump button while jumping doesn't do a roll. How you've posted what you did when now you claim the players are holding a different button which has to be timed upon landing is very odd indeed. You would simply say players are making rolls happen on purpose. It's a very deliberate action in the old game and is actually a press, not even a hold, you would do a slide if that was the case.
 
You've edited your post. See the quote for what you originally said.

Either way. Simply holding down a different button to the jump button while jumping doesn't do a roll. How you've posted what you did when now you claim the players are pressing a different button which has to be timed upon landing is very odd indeed. You would simply say players are making rolls happen on purpose. It's a very deliberate action in the old game.

He's saying there was an input for rolling in ME1 and that it didn't happen automatically. And that if you're seeing the players roll every time they land in the new ME, it's because they're hitting the roll button even when they don't have to.

Dude didn't say "you have to hold the jump button in order to roll in ME1," if that's what your problem was with what he said.


And I've seen footage where players didn't roll after landing, and instead stumbled, so it seems it's still not automatic.
 
You've edited your post. See the quote for what you originally said.

Either way. Simply holding down a different button to the jump button while jumping doesn't do a roll. How you've posted what you did when now you claim the players are holding a different button which has to be timed upon landing is very odd indeed. You would simply say players are making rolls happen on purpose. It's a very deliberate action in the old game and is actually a press, not even a hold, you would do a slide if that was the case.

I said a button......the only thing changed in my post was literally what was bolded. I never said what button, I said a button. All I remember is being able to hold LT when jumping and about to land and I could roll whether the jump was a massive drop or when where you could just keep running, My original post still hasn't changed. Yes you hold LT when about to land....you don't have to hit the button at a precise time....there is a decent gap as to hit that button.


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Yes, I must be fucking dreaming

the constant rolling is because she will do it no matter what height as long as you are holding the button right before landing for the most part.

It was the same way in the first one.....you had to train yourself to know which heights wouldn't effect you on the jump. All these videos though have the player jumping no matter what at every ledge.....it could be a simple fall and they still jump, which actually reduces their run speed and slows you down. It's a matter of the player learning heights and taking risk/reward for run speed. These videos show gameplay but they show the player having faith jumping.......even if the lip is a 6 inch drop lol.....just keep moving damn it!

I think impressions will be much better once we get to run in the world our self and not have a player rolling on every jump due to holding the button.



If the rolling is automatic......then we have a problem


My OP still stands


He's saying there was an input for rolling in ME1 and that it didn't happen automatically. And that if you're seeing the players roll every time they land in the new ME, it's because they're hitting the roll button even when they don't have to.

Dude didn't say "you have to hold the jump button in order to roll in ME1," if that's what your problem was with what he said.


And I've seen footage where players didn't roll after landing, and instead stumbled, so it seems it's still not automatic.

this guy gets it!
 
So what, you guy want them to take away collectibles? I just hope they made them a nice way to incite exploration and get hints or lore.
 
So what, you guy want them to take away collectibles? I just hope they made them a nice way to incite exploration and get hints or lore.
I have nothing against collectibles. In fact, I think they can be quite fun if done well, especially when the traversal mechanics are great (see Sunset Overdrive)
 
Imagine something similar to agility orbs but with Mirror's Edge player mechanics.
The look would be important, because the style is kind of a key element of the series.

Not those crazy running away ones. That would be unbelievably frustrating
 
I had a ton of fun doing map completes in Dragon Age Inquisition so if the gameplay is fun and exploring is interesting I have no problem with those kinds of systems in games.

I don't see what the problem is. If you don't like it, pretend it's not there.
 
I wish EA/Origin Access members just got entry to any and all betas EA does. I don't remember if I signed up for the beta...
 
I had a ton of fun doing map completes in Dragon Age Inquisition so if the gameplay is fun and exploring is interesting I have no problem with those kinds of systems in games.

I don't see what the problem is. If you don't like it, pretend it's not there.

I don't either.....especially in a parkour game where you run along walls and climb everywhere(not to mention a scripted grappling hook where you can latch onto certain areas.). I had no problems exploring in Dying light and doing everything,.I definitely won't have problems with a clear open area to have fun and run around in without constantly being shot and having zombies everywhere.
 
You kinda can't now that there's a skill tree.

Hm, that's a fair point. Hard to argue without the specifics, like how much XP you typically get from a story mission though.

It's pretty silly in the usual context of collecting feathers or whatever in AC, since that stuff is entirely inconsequential 99% of the time.

You need to get all the collectibles to unlock skill? Haven't heard that

I bet finding things does yeild XP to some extent, but yeah I doubt it comes down to doing that stuff out of necessity rather than choosing to.
 
The first Mirror's Edge had collectibles as well you know.

If you forgot/ignored them back then, you can do the same with this one too.
 
What recent collectathon open world game doesn't give you experience for getting collectibles?

MGSV
The Witcher 3

I can of course thing of games that fit your post, but at no point during Dragon Age or AC Syndicate did I have to stop and start collecting trinkets. You got XP for those, but the side quests/missions were what yielded ab actual significant amount of it.
 
I don't see the problem people are having with littering the world with collectibles unless they affect progression(I'm assuming they don't)?
 
I'm so excited. I know I should temper my expectations but I've been waiting so long for this. It's the first game I'm buying on Origin, too. Everything else I have are Humble codes or On The House games.
 
And forced combat is definitely a thing. They've created new elements of gameplay that block progress until you kill everyone in sight.

For this mission, which is about disabling an antenna, the objective interface says "eliminate K-sec presence."

https://youtu.be/FQDZfzTi8bo?t=47m30s

You can see the player try to deactivate the antenna without fighting everyone, but there are three instances of null feedback on the attempt. So if anyone here was looking forward to speedrunning in one smooth, nonlethal flow, it might be time for a perspective shift.
I'm sad to hear that but I guess it's expected. It's weird because complaints about the combat were one of the big things with the first game, but I suppose the lesson they took from it was "Well people still want combat, just DIFFERENT forced combat".
 
Are mandatory?

By comparison, the map in Mirror's Edge Catalyst seems positively spartan. You've got missions, dashes and beats (time trials), user generated time trials, a few mandatory collectibles and... that's about it, to be honest. You can construct time trials of your own by setting a starting marker, then dropping checkpoints as you go. It's fairly intuitive, but you can test your run and tweak it as necessary before publishing. These runs will be filtered based on how well other players receive them, with more popular runs rising to the top; you can also generate a link to your course and share it with others via Catalyst's planned companion app. How popular these time trials will prove over time remains to be seen, but for the most part they integrate with the rest of the stuff on the map fairly seamlessly.

Sounds like they are more or less tied to major events or missions. I'm guessing you can get most if not all along the way to your objective without having to deviate too far.
 
does the sister exist anymore? Seemed important in the first game yet haven't seen a single reference or mention of her in this?

It's a complete reboot. Kate, Celeste, Jacknife and Merc are all gone. Merc has been replaced by some guy named Noah, and you have a new runner pal named
Icarus
( it's a likely spoiler if you played the first game)
 
Sounds like they are more or less tied to major events or missions. I'm guessing you can get most if not all along the way to your objective without having to deviate too far.

That can't be true for all collectables though.

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See last line of above: "Collected 0/17 electronic parts"
 
does the sister exist anymore? Seemed important in the first game yet haven't seen a single reference or mention of her in this?
It's implied in one of the trailers that you are seeing Kate and Faith separated in a flashback
It's a complete reboot. Kate, Celeste, Jacknife and Merc are all gone. Merc has been replaced by some guy named Noah, and you have a new runner pal named
Icarus
( it's a likely spoiler if you played the first game)
Not really true. Celeste and more are in the prequel comics for Catalyst
 
It's implied in one of the trailers that you are seeing Kate and Faith separated in a flashback

Not really true. Celeste and more are in the prequel comics for Catalyst

Wait really.. There are Prequel Comics. Wow. Looks like EA is doubling down on Mirrors Edge EU stuff.

I was just going from what had been shown in the trailers.
 
I'm sad to hear that but I guess it's expected. It's weird because complaints about the combat were one of the big things with the first game, but I suppose the lesson they took from it was "Well people still want combat, just DIFFERENT forced combat".

And going from comments, at least on YouTube videos, the average gamer still says the combat looks stilted. Like... roll with what makes your game special, you know? Either have some faith in your own qualities or don't make the thing because it'll be disliked by both sides.
 
I'm super pumped to have an open world to parkour in, and I have no problem with collectibles. They're just more reasons to explore.

Also, I have no problem with combat being a part of the game, at least in the abstract. Even "forced". The idea that, sometimes, Faith has to fight people that are out to get her makes sense.

But we'll see how everything is paced and implemented.
 
And going from comments, at least on YouTube videos, the average gamer still says the combat looks stilted. Like... roll with what makes your game special, you know? Either have some faith in your own qualities or don't make the thing because it'll be disliked by both sides.
I feel that many in this thread are ignoring the multitude of improvements they've made specifically in response to feedback for the first one. Like no guns, momentum based combat moves that make combat a breeze without breaking your flow, and even being invulnerable to gunfire if you reach a certain speed. Sure there are forced combat scenarios, however the game would be quite repetitive and investing that much effort into improving it would feel pointless.

I'm super pumped to have an open world to parkour in, and I have no problem with collectibles. They're just more reasons to explore.

Also, I have no problem with combat being a part of the game, at least in the abstract. Even "forced". The idea that, sometimes, Faith has to fight people that are out to get her makes sense.

But we'll see how everything is paced and implemented.
The prequel comic is quite good in showcasing this as well as when it's a good idea to improvise and run.
 
And going from comments, at least on YouTube videos, the average gamer still says the combat looks stilted. Like... roll with what makes your game special, you know? Either have some faith in your own qualities or don't make the thing because it'll be disliked by both sides.

You don't think very highly of them, do you.
 
Collectables?

Logically speaking in a parkour game where the challenge is to scale and explore areas does this not make sence ?
 
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