I'm not sure if it's the person playing it or the game but the original had near-perfect flow from beginning to end. Thanks for the Quick Look. It is good to see that the development team explored using some more new ideas with this one. Though the introduction of the open-world elements like floating glowing collectibles and the living statues ruin the believability that the first achieved. It certainly wouldn't be easy making an open world Mirror's Edge. Overall seems good, but we can never truly know something until we experience it ourselves.
@charoftheflame: Some people just don't like hearing a different perspective to their own.
I'm not sure if I entirely agree with the position the author takes in this article but I found it interesting nonetheless. It isn't a particularly interesting topic but basically over time the tools which game creators have access to will be better and so they will have to rely less on dead-anythings as a crutch.
Judging by the screenshots and concept I think I would have enjoyed this when I was 18. I just recently played Heavy Rain for the first time and I adored it. While people tend to hate quicktime controls, I feel that Heavy Rain's approach is the way to go. Perhaps Remedy will explore a Heavy-Rain style game in future? But if they do so, it must have controls that whiny gamers don't hate. What I liked about Alan Wake, P.T., and Heavy Rain is that they build suspense to amazing effect. I expect Sony to release a VR horror experience directed by Guillermo del Toro and Hideo Kojima in 2018. We are at the beginning of an era where we will see games mature into immersive cinematic experiences. These new experiences will have varying levels of player-agency. I am interested in how cinema-games will handle varying audience sizes. While it may be interesting to watch your partner control the movie, what if you were both in it?
deactivated-57d3a53d23027's comments