JigglesBunny
Banned
Don't forget the standard AAA open-world collectible spam:
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Don't forget the standard AAA open-world collectible spam:
![]()
Don't forget the standard AAA open-world collectible spam:
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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
This looks like almost behind The Division when it comes to pointless collectables. Holy shit xD
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.
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.
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
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 have it very lucky if that's your best worst point of reference.
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)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.
Don't forget the standard AAA open-world collectible spam:
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Has anyone had an email with redeem code yet?
Where are you located and for what system? They said codes go out on the 22nd
If you enjoy the basic gameplay, will this still be unfun I wonder
Don't forget the standard AAA open-world collectible spam:
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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.
People go on about how they "can't ignore collectibles" and expect devs to account for that.
You kinda can't now that there's a skill tree.
You kinda can't now that there's a skill tree.
You need to get all the collectibles to unlock skill? Haven't heard that
You need to get all the collectibles to unlock skill? Haven't heard that
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?
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 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.
Don't forget the standard AAA open-world collectible spam:
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Are mandatory?The Eurogamer review expliity says they collectibles are mandatory and sparse. It's apparently not Ubi-style bloat.
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.
does the sister exist anymore? Seemed important in the first game yet haven't seen a single reference or mention of her in this?
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.
It's implied in one of the trailers that you are seeing Kate and Faith separated in a flashbackdoes the sister exist anymore? Seemed important in the first game yet haven't seen a single reference or mention of her in this?
Not really true. Celeste and more are in the prequel comics for CatalystIt'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( it's a likely spoiler if you played the first game)Icarus
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
Yeah, but if you could do that without triggering the 8-second third-person takedown for the final character, or opt out of combat entirely to trigger the ending for an area, I'd be happier.I'm liking the combat.
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".
I'm liking the combat.
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.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.
The prequel comic is quite good in showcasing this as well as when it's a good idea to improvise and run.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.