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Video_Game_King

So is my status going to update soon, or will it pretend that my Twitter account hasn't existed for about a month?

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Mirror's Edge

( Woah, what the crap!?) Where did this come from? And how am I managing to keep all my blogs (somewhat) current? I imagine that you're thinking all of these questions, so let me answer your schizophrenic ramblings: witchcraft. I met these wonderful witches who decided to throw some more modern games at me. I couldn't make sense of it, but your crazy mind should be able to. Anyway, Mirror's Edge. I beat it, and I really wish it was better. I really, really do.
 
Why do I want to like this game, but not some other that you'll most likely yell at me about in the future, especially if it's that one game? Well, the best I can describe it is that Mirror's Edge is like a modern day Assassin's Creed, only without as much focus on the combat. Don't think that there's no combat in Mirror's Edge, though; it's a first person game, which means it must have shooting in it, so sayeth the laws of gaming. But that doesn't mean it has to give a shit, and boy, does Mirror's Edge not give a shit. For the most part, you only get weapons from enemies, which requires going through the fisticuffs. To its credit, this system has a lot of cool options and moves that you'll never need to perform. The only two moves you'll ever use are "punch to face" and "press Y when the gun is red". I once tried to jump kick a guard, and I'm surprised to say that I could have done it better. Without the crown. But things have to get better when you grab a gun, right? I guess. There isn't a ton of weapon variety (there's a pistol, a heavy gun, several variations on bullet pukers, and that's about it), and once you run out of ammo, our hero Faith just chucks the gun to the side. I imagine she's the type of person who buys a new cell phone whenever the battery runs out. Maybe all that explains why you'll more often haul ass out of any and all combat situations. Keep in mind that I don't necessarily have a problem with any of that. I enjoy purity of gameplay concepts, so it's nice to see that the combat isn't fucking about with the game too much to keep it from focusing on what it really wants to do. Now if only I could focus on this damn blog for a change.
 
  Yea, this is...this is just weird.
 Yea, this is...this is just weird.
So what exactly does Mirror's Edge want to do? It wants to jump from rooftop to rooftop like a lady Ezio. Nothing wrong with that in and of itself, and that's pretty much why I want to like this game. Remember when I played The Forgotten Sands, and I loved the smooth flowing level design and compared it to Zelda? Well, this is like the Mario version of that. The levels don't really take a lot of figuring out, since they're usually a straight line to some random goal. OK, so there are branching paths you can experiment with, and the levels curve around like they're purposefully trying to get you dizzy, but it's not like this is Prince of Persia meets Oblivion or something. (Somebody want to make that happen?) But I don't need any of that. Why? Because the platforming in this game can be really smooth when it wants to. There are times when it feels like a platforming rhythm game, for lack of better words. What I'm saying is that it feels really good to get the " slide-slide/jump-jump" pattern down right. (Pay attention to my word choice; it's gonna come up later.) Throw in the sense of momentum and....kinda realism?...yea, that'll work. Anyway, add it all together, and why isn't this a good game again? Oh, right: the rest of this blog.
 
Hey, you know what I didn't talk about in that paragraph? How the game actually handles. There's a reason for that: it's where everything falls apart. Oh god, where do I start? Direction seems like a weird place to begin, so how about that? Wait, didn't I say that this was a completely linear game? I also said that this game has more curves than the disc it comes on, which makes navigating some of these levels pretty annoying. It got so bad that one programmer decided to dedicate one of the buttons to pointing you toward your goal....and it's still hard to get lost But to be fair, the fine people at I'm Too Lazy to Look Up Their Name Inc. did create a solution to this problem in the form of runner vision. How's it work? Well, objects you can interact with in some way are highlighted in red. Just like the rest of the game: good idea, mediocre execution. That may sound like an overreaction, but keep in mind that this was released in 2009, when it wasn't uncommon to see games like this have only two colors. That probably explains why Mirror's Edge is a neon nightmare (a good looking neon nightmare, but still a neon nightmare), which explains why it's so hard to find things that can get you through the level. But even when you do find that certain beam or ledge or whatever, don't expect to get through the level easily or enjoyably or anything like that. Why?
 
  Is this the game that Portal 2 ripped off, but nobody seems to care about?
 Is this the game that Portal 2 ripped off, but nobody seems to care about?
Well, the game doesn't exactly handle too well. Hey, remember what I said about this being a momentum-based game? (Wait, are all the cool things about this game about to bite it in the ass?) Well, that usually means hitting your target can be a tad difficult. Maybe you'll overshoot or your jump, or maybe you won't be able to grab it because you chose to press the skip button instead of the jump button. Oh, and speaking of the jump button: the controls. They're not that good. A lot of the actions in this game require use of a context-sensitive button, which I don't have a problem with. What I do have a problem with is when the button in question is the jump button. I shouldn't have to explain why that's a bad idea. It gets especially bad with wall-running, since Faith will often interpret my commands as "jump straight into the Grim Reaper's loving arms". Then again, wall jumping is already a terrible nightmare. I have absolutely no idea how to do it, and the game never provides a proper explanation. All I know is that it has something to do with walls and the jump button. I believe I've explained how that went over. Now you think that at this point, I'd call it a difficult game, but that's not really the right word for Mirror's Edge. Super Ghouls 'n Ghosts is difficult; Mirror's Edge is just frustrating. You'll die a ton, sure (I'd make a Super Meat Boy joke, but I've my reasons for not having played that yet), but it's less because the level design provides a fair challenge (prepare to find yourself yelling about how the crap you're supposed to make that jump) and more because of everything I said in the last two paragr-
 
OH SHIT! I forgot the story! Bad things happen when I forget the story. Then again, it's not hard to forget the story of Mirror's Edge. Now before I get into this, allow me to yell at everybody else who has covered this. Specifically, the same "what are they delivering that's so important" joke every single goddamn person has made. After having played the game, it doesn't really make any sense. Nobody's really delivering anything (at least not that I remember), and while there are packages, they're hidden bonuses, so I think it's pretty easy to figure out just what's being delivered. OK, we good? Moving on, after getting past a title screen that seems to have forgotten its textures, we find ourselves in what seems to be a random city in China. (At least that's what I got from it.) This random city recently got a new, militaristic regime running things "word for 'now' that begins with the letter R". Somehow, this comes as a shock to the local populace. One such citizen, Faith, responds to this by joining the Runners, a group that jumps across the rooftops and requires that their members get tattoos of doves flying over the ocean just in case the symbolism hasn't beaten you senseless into the ground. Somehow, this leads to Faith stumbling onto a murder case. Now she must figure out who murdered this guy (I should probably mention why that's significant, but I'm running a bit long as it is) while avoiding arrest. There's more to it than that, but I think I got the general picture across. It's not a particularly good story, but it's not offensively bad or anything. It tells itself rather creatively (kinda odd that most of the story is told through cartoons, but whatever, I'll go with it), but it's not something to write six paragraphs about. You know, now that I think about it, that's the best way to describe Mirror's Edge.
 

Review Synopsis

  • Who isn't up for jumping across rooftops like Altaïr and the Prince collided into each other and somehow made a lady?
  • Oh, wait, the controls and level design need work? Might as well go back and remember those sands.
  • I had taken my whole life for granted. When it came down to it, I dropped it all and ran away. And I ran, I ran so far away.....
 
 
 
 
Speaking of things I forgot, how did I not include this in my last blog?
  
  

Valis III

( The more I play this series, the more I think I should just give it up and leave it to chickengeorgewashington and YukoAsho.) Why? Well, the original appeal to me was the potential for a pretty cool story about a girl in a metal bikini doing stuff in Kirby World. Turns out that the story pretty much amounts to "hey, we're not done yet! Here's something else because....uh...". It's the exact opposite of Portal 2. That's not to say that the games get crapper with time; in fact, the games actually got better. I started long ago with Valis, a kinda rough platformer starring a dense protagonist who couldn't understand the concept of rain. Then came Valis II, a slightly better platformer with a dumb plot twist. Then there's Syd of Valis, which is Valis II, only far, FAR worse. I think Telenet Japan learned their lesson with that last one, since Valis III is actually a much more decent game. Also, something about it being the best Valis game of them all....so far.
 
Now unlike the last portion of the blog, I can't stuff the story at the end, since it's the main draw of the Valis series. Kind of an odd design choice, since it's not terribly good, but whatever I'll roll with it. It's quite some time after Valis II, people have forgotten how much Syd of Valis sucks, and the text is still as slow as the mouths are fast. In enters a new villain: GLAMES, a villain so foreboding that his name must always be shouted at all times. His motivation and goals? Get his people out of the Dark World, which is slowly dying and being destroyed. Wait, Yuko has to beat this guy up? What a fucking bitch! I was going to make some jokes about how she gained ten pounds, or how the translation isn't that good, or how Reiko appears again despite having been dead for at least two games, but that kinda spoils the story for me. That's probably why she doesn't show up in the next game: the developers had to come up with a protagonist who wouldn't shove a sword into somebody out of a sense of very confused morality. (But, as we'll see later on, that's the least of Yuko's problems in this game.) The only thing left to enjoy is the anime in this game. An easy task, given that the anime is pretty good and stuff. A lot of the time, it looks crisp and rich enough to appear in a Sega CD game. Wait....well, you know what I mean. It looks good, except for that one time near the end (not gonna link, because I have a slightly better link for later in this paragraph). Better yet, it's the Genesis version, meaning you get all the animation without the shit voice acting. For once, a crap sound chip has actually made the game better! 
 
  So that's where YukoAsho got her (?) avatar.
 So that's where YukoAsho got her (?) avatar.
Then again, it's not like the rest of the game looks like crap or a-OK, let's just get to the gameplay. Like every Valis game that knows to stop at stupid metal bikinis, Valis III is a platformer. You jump through some pretty cool levels, and before I say anything else about the game, yes, these are pretty cool levels. Finally, the Valis series realized that it's in Dreamland and decided to do something about it. Want to fight horned testicle monsters in Kirby world? That's literally just getting started. After that, you get a blatant/boring rip-off of Castlevania (given the things I've heard about Valis, that's just it being honest) and a crappy ice level. That last one works about as well as you'd expect: like trying to play Mirror's Edge with roller skates. However, there is one thing I find pretty cool about it: the slide feature. Wait, didn't previous Valis games have sliding? Hell if I know. This game does, but with one weird twist: it turns gravity off...somehow. I'd say that it's a dream world so who gives a shit, but since one of the more common types of dreams involves falling a great distance or whatever, I'm pretty sure that the developers were just very lazy. Not that I have a problem with that or anything. It seems that some other group of developers noticed this and decided to use it for some cool puzzles.
 
But what exactly separates this Valis from the other Valises (aside from it being better than them)? Wait, the sliding? I meant to say "the characters." You know, with an S. Then again, you probably guessed that back during the Castlevania link, but I digress. Anyway, multiple characters: of course, you begin as Yuko, who's become the most useless character in the game because of this new feature. Her main attack is a slash that requires five minutes of charging to attack five feet. Compare this to, say, Cham, a girl who surprisingly isn't a monkey, but Simon Belmont. She gets to whip enemies, which may not sound like much, but since her attack doesn't require charging, you can pretend that you're playing Castlevania. Not into that? Why the hell not? Fine, Mr. I Hate Everything Castlevania So I am a Horrible Person, how about Valna? Her attacks require charging, true, but they also have the benefit of reaching all the way across the screen. I'd say that I've proven how useless a character Yuko is, but two things about that. First, she did it herself. Second, each character also has slightly different attacks, so there's actually some strategy as to who gets to come out when. Granted, I never really used it, but the important part is that it's there. So combine that with the two other paragraphs, and you have the one Valis game that you should play out of all the other Valis games. Unless we're counting the crappy hentai ones later on; if that's the case, then I'd recommend those to you, simply because I view you as lab mice in my cruel experiments. So when you're done reading this, go out into the world and tell me if those obscure hentai games are actually as horrible and soul burning as people claim they are.
 

Review Synopsis

  • I don't know what to call Yuko: an asshole or an alien.
  • This game has what I like best about platformers: solid platforming.
  • Oh, and character switching. Can't forget the character switching.
Oh, and I finished my very first video LP. Surely that wasn't a horrible mistake that I'll never live down...right?
83 Comments

83 Comments

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Karl_Boss

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Edited By Karl_Boss

(I still need to play Mirror's Edge) Considering I recently beat Sonic 06 and didn't think the controls were that bad I'm sure I'll have no problem with the controls in Mirror's Edge

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Still_I_Cry

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Edited By Still_I_Cry

I liked Mirror's Edge but I won't deny that it did have frustrating moments and flaws.

I also thought Wet was really fun. Go figure.

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Video_Game_King

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@shodan2020
 
Not sure what that has to do with anything.
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shodan2020

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Edited By shodan2020

I quite liked Super Valis IV for the SNES, though I understand it is somewhat of a horrible hack job. I love the music and graphics mainly. :)

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Video_Game_King

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@Hailinel
 
Again, it was a neat little game last time I played it (which wasn't two minutes ago for the sake of this blog).
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Hailinel

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@Video_Game_King said:

@Hailinel:

Really? You don't remember this? It was pretty cool.

Can't say I do.

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Video_Game_King

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@Hailinel
 
Really? You don't remember this? It was pretty cool.
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Hailinel

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@Video_Game_King said:

@Hailinel:

Let's see if I can trace the line of thought...

  • Valis hentai
  • No porn games on the site unless Zombie Pie says so
  • Same with Flash games
  • That means no Nightmare on Elm St page
  • You said that there already is one
  • I say "I was just using a random Flash game", and somehow moved to the Balloon Fight reference (that old Balloon Fight Flash game that was based on the original NES one, but was much better than the NES one)
That's the best I can trace it.

I don't think anyone here has heard of the Balloon Fight flash game except you.

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SamSharp505

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@Video_Game_King:

Sorry D:

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Video_Game_King

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@SamSharp505 said:
But the handling and gameplay was brilliant IMO. :)
At this point, my opinions on that have been very well documented.
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SamSharp505

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Edited By SamSharp505

Huh.

I would focus more on the time trials :D

The story isn't much, no O.o But the handling and gameplay was brilliant IMO. :)

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Video_Game_King

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@AssInAss
 
Then I can see how it would be useful in that manner. Not a fan of when a game does that (tutorials are a different manner), but since I haven't touched the damn thing, I'm not one to comment.
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AssInAss

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@Video_Game_King said:

@AssInAss: Those aren't mutually exclusive. Also, was it available from the beginning? That's a big thing.

Yup.

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Video_Game_King

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@AssInAss
 
Those aren't mutually exclusive. Also, was it available from the beginning? That's a big thing.
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@Video_Game_King said:

@yinstarrunner:

I'm now starting to realize that the Assassin's Creed reference fucked things up massively.

I'd agree with you that left bumper being jump is weird, but left bumper being grab and wall-run and several other things is kinda bad. I've never really been a fan of manual grabbing, since there's never an instance where I wouldn't want to grab onto a ledge. Even if I did, though (like if there's a ledge below me that I want to hit instead of the one above), I could still get by with manual grabbing.

I agree with you in theory about hitting all the right notes, but the problem is that there's so much preventing you from hitting you all those notes. And not in a good way (again, maybe runner vision should have entailed more than simply making the objects red).

@AssInAss: I don't go for extras like that, especially given what I've already said about the game.

it's not an extra, it's how you master the game.

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Video_Game_King

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@yinstarrunner
 
I'm now starting to realize that the Assassin's Creed reference fucked things up massively.
 
I'd agree with you that left bumper being jump is weird, but left bumper being grab and wall-run and several other things is kinda bad. I've never really been a fan of manual grabbing, since there's never an instance where I wouldn't want to grab onto a ledge. Even if I did, though (like if there's a ledge below me that I want to hit instead of the one above), I could still get by with manual grabbing.
 
I agree with you in theory about hitting all the right notes, but the problem is that there's so much preventing you from hitting you all those notes. And not in a good way (again, maybe runner vision should have entailed more than simply making the objects red).
 
@AssInAss
 
I don't go for extras like that, especially given what I've already said about the game.
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AssInAss

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@Video_Game_King said:

Mirror's Edge

Wait, you didn't even play the Time Trials i.e. the best part of the game?

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yinstarrunner

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@kingzetta
"Press button, cool shit happens on screen"! Pretty much the way games are going these days.

Mirrors edge is not an easy game to master. I have issues with someone calling the controls "flawed", though, just because they're non-standard and require some actual effort. I had absolutely no problems with them (playing with mouse and keyboard). I suppose I could see going through on a gamepad being a pain.

But that's where the fun of the game comes from for me, and that's what makes it one of my favorite games ever. Mastering the strange (not bad) controls and flying through levels like the wind. Smoothly shifting from sliding to climbing to jumping to wall-running. It's even more satisfying when you find a "shortcut", not in the traditional sense, but in the "using the mechanics given to you to get around doing the obvious thing to shave precious seconds off your time" sense.

I'm not much of a speedrun guy. I tend to take my time playing games. With mirrors edge, though, I felt compelled to go back through those levels again and again trying to get the best possible times. It's so much more satisfying and REWARDING than the auto-platforming of AC2.
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@Cloudenvy: I did too, at least I think it was for the trophy. At some point I might have thought that since the game gave me the option (and rewarded me) for not killing anyone I might as well go the goody two shoes route, boy did I regret that.

Not only can you not shoot guys, but after disarming one of several armed guards you have to do the whole "throwing away the gun" animation to be able to attack normally again, and that eats up a valuable second or so. A second that his friends unfortunatly do not spend not shooting at you.

I did manage to get through it without killing anyone, so yay! ( I did jumpkick that one guy off that building though, but I'm sure he's just fine.)

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Cloudenvy

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@RockmanBionics:

I played through it without using guns on PS3 just to get the trophy for it, hehe. :3

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jacksukeru

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@Subjugation said:

The story of Mirror's Edge was forgettable (and indeed I did just that) and gunplay straight up should not have been included. Other than those gripes I massively appreciated what at the time was a breath of fresh air into a creatively stagnant market. I along with many others still hold out hope for Mirror's Edge 2.

You could do what I did and play through the game without using any of the guns. 
(Do NOT do this, it will make you hate the game, if you don't already.) 
 
I'm all for a Mirror's Edge sequel if it has: 
  • None of that ugly animated cutscenes bullshit.
  • More first person hugs.
  • Better platforming, I don't care if they make it slightly less realistic.
  • A better, more memorable, story/world.
  • Better combat. No gunplay is needed and I'm ok with being vunerable, I just want to be strong enough to take on 2-3 guys at once (hey o!). Either that or some sort of arm band with which you can deflect bullets, that'd be cool.
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@Meowshi said:

These aren't ladies, these are video games. Please do not try and attempt intercourse with your video games.

Well, I have spent half my time in Fable III turning the citizens of Albion into my sex slaves...
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These aren't ladies, these are video games. Please do not try and attempt intercourse with your video games.

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Video_Game_King

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@Hailinel
 
Let's see if I can trace the line of thought...
 
  • Valis hentai
  • No porn games on the site unless Zombie Pie says so
  • Same with Flash games
  • That means no Nightmare on Elm St page
  • You said that there already is one
  • I say "I was just using a random Flash game", and somehow moved to the Balloon Fight reference (that old Balloon Fight Flash game that was based on the original NES one, but was much better than the NES one)
That's the best I can trace it.
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Cloudenvy

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@1337W422102 said:

@Subjugation said:

The story of Mirror's Edge was forgettable (and indeed I did just that) and gunplay straight up should not have been included. Other than those gripes I massively appreciated what at the time was a breath of fresh air into a creatively stagnant market. I along with many others still hold out hope for Mirror's Edge 2.

Agreed. I found it to be original and fun, despite its flaws.

I'm with these duders.

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Hailinel

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@Video_Game_King said:

@Hailinel: With what?

The Balloon Fight reference. What are you even talking about at this point, and what does that have to do with A Nightmare on Elm Street?

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Man, I got good enough at Mirror's Edge I would just fist fight those government runners that chase you. So much fun.
 
Great UT mod also.

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Video_Game_King

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@kingzetta said:
Pretty much.
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Video_Game_King

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@Hailinel
 
With what?
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Hailinel

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@Video_Game_King: I...really don't know where you're going with that.

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@MordeaniisChaos
 
But given that you can accidentally jump instead of wall run, wouldn't it make more sense to assign wall-run to a separate button? It's not even like you can make it with jump alone; you need the wall-run, so watching Faith plunge because she didn't know how to wall-run is pretty frustrating. And yes, I tried "angle slightly, run at wall, jump at wall, hold run button", but that only worked, like, half the time. I think you can guess what the other half was.
 
Trust me, I was thinking that, too, but given the control issues (I looked up my problem areas in the manual, and that never really helped), it makes more sense to blame the game. I'll take the heat combat-wise, but the design of the platforming is pretty much at fault.
 
I'd discuss this further, but it's been a while since I've touched Mirror's Edge, so I don't remember everything that I could. I will, however, say that using Portal 2 as an example is a pretty bad idea. Everybody knew that. It's hard to imagine somebody not knowing that.
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@Video_Game_King: Everyone I knew who played it (and they played it on consoles, none-the-less) didn't find the controls hard to work with at all. I never accidentally contextualized, nor accidentally DIDN'T. The reason jump is the button for wall running is because you have to jump onto the wall. Seemed pretty intuitive to me. Angle slightly at the wall, run at the wall, and press the button near the wall. The controls never got in the way nearly as much as just general design issues. I hate to be that guy, but maybe you just weren't very good at the game. The timing is pretty unforgiving, in fact, a lot of the things in the game were unforgiving. But they never FAILED to work. The contextual stuff wasn't at all contextual. To jump up, you hit jump, even if you are jumping to a wall, to wall run along. To bash a door open, you hit the button that bashes dudes. You do the thing that most closely matches the thing the game ends up making you do like elbowing a door open, or wall running. I actually knew without being told at all what all of those things would be like. I pulled off the wall run before needing to be told how to do it. First time I ran at a door? Instinctively tried to smack that bitch, and promptly bashed my way through the door. Maybe I'm just good at getting weird things like that. In Portal 2,

at the end of the game when you shoot a portal to the moon, I knew the instant the moon showed up what I needed to do. Even though it was all cut-scene up in that bitch, I knew what I needed to do. I even managed to get the color the same (not that it apparently matters)

So maybe these games just really hit my brain in just the right way. I mean, sure, I wasn't ever like, owning leader boards or anything, but I never really messed up that much except when I was pushing the game to the absolute limits for time. And then, it was my fault, not the game's. I didn't mind that. I'd prefer "do this thing to do this thing, but we'll give a little animation boost so you aren't just punching a door, but that works too, just so you know!" to "press the same fucking button to do everything from throwing a football, to saying hello, to pushing a dumpster.

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@kingzetta
 
It is no crutch; it is a supplement.
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@Video_Game_King said:
@kingzetta
 
It is a battle I intend to win. Hell, I've already won it, given that I have the better battle music. How can you fight without kickass tunes?
I don't need the crutch of music
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@kingzetta
 
It is a battle I intend to win. Hell, I've already won it, given that I have the better battle music. How can you fight without kickass tunes?
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@Video_Game_King said:
@kingzetta:   Do you wish to go to war over this? Because I'd totally go to war over this.
Well I already won the first battle, the next battle does not take place until your next blog.
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@kingzetta
 
Do you wish to go to war over this? Because I'd totally go to war over this.
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@Video_Game_King said:
@kingzetta:   I wish I had the proper Futurama video for this response.
HA! I win
1 to nothing
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@kingzetta
 
I wish I had the proper Futurama video for this response.
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@Video_Game_King said:
@kingzetta:   No, but I probably should. But I've a few more strategy RPGs to plow through first, like Tear Ring Saga and Shining Force Gaiden: Final Conflict.
One more question about your icon. Do they make them for men?
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@kingzetta
 
No, but I probably should. But I've a few more strategy RPGs to plow through first, like Tear Ring Saga and Shining Force Gaiden: Final Conflict.
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@Hailinel
 
I wanted to use a game that I knew from experience (mainly because my only alternatives are covered by retsupurae), and that was the first thing that came to mind. Should I have said "that pretty cool Balloon Fight game that failed to convince Nintendo to make a modern day sequel"?
 
@MordeaniisChaos
 
Wait, did you respond to my blog with one of your own? Shit! Might as well plow through it...
 
I remember wall running working much better in Prince of Persia than in Mirror's Edge. I don't remember a ton of times in The Forgotten Sands where the Prince would jump instead of wall-run. I also remember it being explained very clearly in that game (if I remember correctly, you held down the right shoulder button). That wasn't really the case with Mirror's Edge; it said something about the jump button and getting near a wall, but whenever I tried to replicate that, it never really worked.
 
The way you're phrasing it, it still sounds like a bit much to ask. My thought process usually went like this:
 
  • Woo! I feel awesome after doing all that!....Now where do I go?
  • Is that it? Can I make that jump? It doesn't look like....
  • ....Shit! I keep trying, but there's really no way I can make that jump. Are there...no, that seems to be the only way.
And then kinda repeat that a lot. It was fairly trial-and-error-y, and it got a bit too exact at times. And yes, the controls were flawed. Again, it's not a good idea to make a context-sensitive button do things that can be done in any context. Reserve that button for special contexts, dude.
 
Wait, you don't have to pull yourself up? I remember having to pull myself up. But I don't know about this case. It seems like Mirror's Edge could have been better with a bit more hand-holding. Again, direction, controls, blah-blah-blah. Maybe that would have helped the "it's all on you" attitude you're espousing shine through. Again, Super Meat Boy comparisons abound.
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@Video_Game_King: ever play maki kingdom?
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I still don't get why people had as many issues with Mirror's Edge controls-wise as they did. Wall running was always easy for me (and also, it works exactly the same as certain other games you claim to have played if memory serves) and I never really had that moment of "Ye gods, why am I jump-" -thud- with wall running, or much of anything. The only part I actually struggled with that kind of issue was the part where you leap off of the building to grab the flag poles. The first time I played through the game, I nailed it. But on many subsequent tries, I had huge issues getting her to grab on, often despite seeing the bar right up in my grill. That, and sometimes my brain died and forgot how to time rolls after jumps, and that got annoying, but then I was back on it and never missed a single one.

The controls are flawed. They almost always work the way they are supposed to. But you know, if you were to try and wall run in the wrong way, you'd probably just end up jumping into empty space and falling to your death. It's not like the stuff you do in that game is something tens of thousands of people manage to do (admittedly often after months of training), it's a lot different than shooting at fools. The game shouldn't really be easy. You should have to have really good timing, really good awareness of your surroundings, be able to figure out what to do, how to do it, and then execute in very quick bursts. The controls were never flawed until you got into things like maybe the first ninja fight on the ship or whatever, and that was really just because the combat wasn't designed for fighting dudes what took a lot of hit.

The reason Mirror's Edge is so tricky is because, really, it does almost no hand holding until you actually hit the thing you need to hit. Sure, when you hit a ledge, it grabs, you don't need to time a button press and hope that your physically simulated, procedural arm flailing catches the lip of the building, but you have the hit that edge pretty much all on your own. Do it really well, and you will get it over with very quickly. Do a decent job of it, and you'll at least get up, albeit with a loss of momentum and time. Do a not so good gob, and you miss. I'd prefer that to the Assassin's Creed issue of -pushes the stick directly at object I want to jump to, then watches the character suddenly turn on a dime and leap off the the left. OFF OF A BUILDING. Somehow still lose the guards, but hate Ezio/Altair for being a douche- At least in Mirror's Edge I felt like I was in control of where I went, and what I did. I wasn't just giving a general direction for the computer to figure out the "best" path to go along, even though it's clearly not the best path in the slightest. When I messed up, it was my fault, so as long as I didn't mess up, the game was fine. Way better then not being able to really screw yourself, but easily screwed by the weirdness of how Ezio likes to zig when he should zag.

No idea what the hell that other thing is.

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@Video_Game_King said:

@kingzetta:

The sprite is from Romancing SaGa 2, the background from some PS1 Tales game, and I honestly don't know where I got the darkness from.

@Mento: Of course I will. I'd try to the hentai ones, just so I could steal Psycosis' blog title and watch him get pissed at me, but I'd have to convince Zombie Pie that these games are culturally significant. I'm sure that I'll see a Nightmare on Elm St page before that. (I can't be the only one who remembers that really old Flash game.) Well, I do have these extra XBLA points lying around, but I was planning on spending them on the Code Veronica X rerelease coming out soon. (I have a history with that game that would make for a decent opening paragraph.) But I could try BG&E out. Given me current streak of modern games (which I'm pretty sure won't end soon), though, I doubt people will be super pissed at me. I don't remember people giving me too much shit for liking Duke Nukem Forever.

There's a Nightmare on Elm Street NES game.

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@kingzetta
 
The sprite is from Romancing SaGa 2, the background from some PS1 Tales game, and I honestly don't know where I got the darkness from.
 
@Mento
 
Of course I will. I'd try to the hentai ones, just so I could steal Psycosis' blog title and watch him get pissed at me, but I'd have to convince Zombie Pie that these games are culturally significant. I'm sure that I'll see a Nightmare on Elm St page before that. (I can't be the only one who remembers that really old Flash game.)
 
Well, I do have these extra XBLA points lying around, but I was planning on spending them on the Code Veronica X rerelease coming out soon. (I have a history with that game that would make for a decent opening paragraph.) But I could try BG&E out. Given me current streak of modern games (which I'm pretty sure won't end soon), though, I doubt people will be super pissed at me. I don't remember people giving me too much shit for liking Duke Nukem Forever.
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@Video_Game_King: Oh whoops, it was Valis IV I played. Fact checking is not a thing I do it seems. Super Valis. But then so many games were "Super _____" on that console that you start to disregard the word "Super" when sorting SNES games alphabetically, like with "The".

Will you try the other Valis games then? Or are you done with armored bikini princesses? Also play BG&E sometime, that XBLA version just came out and can't be too pricey. Then I can be one of those people who get all offended when you don't like it. Such is the way most VGK blogs covering modern games seem to go.

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@Video_Game_King said:
@kingzetta said:
@Video_Game_King: Nice icon you got there? What's it from?
From "obvious insult forthcoming"?
no no really what is it from?
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@kingzetta said:
@Video_Game_King: Nice icon you got there? What's it from?
From "obvious insult forthcoming"?