As was the title: the Runners exist on the Mirror's Edge and see the parts of the city that are not designed to the satisfaction of the elite but to provide functional support. The government and police tolerate the illegal courier business to an extent because they know keeping the city going requires those opposed to them going about their business. The first game story begins because they've decided it's time to put a stop to it after so many years. Removing so many features of the city, 'smoothing' it out to favour form over function in what is supposed to be a prequel/reboot has disjointed the narrative it tells, alienating the fanbase that was rooting for another game. >Games have still not advanced beyond 2008 and now rarely even match it
Sorry, but due to the authoritarian powers of the state and major tech companies, expressing such a dissenting idea like 'approving of authoritarianism' is punishable by being put in gay baby jail.
Not a problem; they step down or you force them to step down. Rome would actually elect dictators in times of great need.
The real problem of authoritarianism is when it's not centralized and instead you have a sea of faceless unnaccountable unelected beaurocrats you can't oust.
Nothing ages better than a short linear game with great art style and fun movement.
At the time there was nothing like it, that's why I think Catalyst failed. It's not unique anymore, both as ME and parkour game. Ideally a sequel would carve out its own path and do something unexpected, like expanding the combat and going full gun-fu. Removing the guns and locking abilities behind skill tree just doesn't do it for me. The aesthetic also got fricked and everything looks plastic.
I think the in-lore reason was that Catalyst takes place in a more affluent part of the city where the high caste outnumber the middle caste. Speaking of lore they took it into a whole direction I wasn't expecting with civil wars and stuff. I personally liked the architecture and the game, it wasn't just le generic futuristic and it still comes off as unique and filled with style especially for 2016 standards. Moves being locked behind upgrades was dumb but you can unlock all of them within like 4 hours. Also soundtrack was better
most of the replay value is in the races and time trials. You can learn some basic techniques to start, followed by interesting exploits and then actual speedrunner tactics
Nothing ages better than a short linear game with great art style and fun movement.
At the time there was nothing like it, that's why I think Catalyst failed. It's not unique anymore, both as ME and parkour game. Ideally a sequel would carve out its own path and do something unexpected, like expanding the combat and going full gun-fu. Removing the guns and locking abilities behind skill tree just doesn't do it for me. The aesthetic also got fricked and everything looks plastic.
could've done without the ugly wojaks or whatever the frick that cancer is but Mirror's Edge is
crème de la crème when it comes to environmental design.
Oh idk, I'm just seeing hints of it. Like either art deco and mid century stuff. Irl I've noticed it in like furniture trends or some architecture-design mainly and in some media/stream shows. In games it's usually art deco although like a "neo-art deco" style
I legitimately don't think people played enough of catalyst. Some of that game's architecture is fricking incredible.
What killed the game (I think) is typical Ubisoft filler where sidequests repeat the same locations over and over and grind the exploration to an unsatisfactory drip.
I only played a few sidequests, I really just played the story missions almost one right after another, just explored for a few minutes here and there. I enjoyed it. The game constantly felt fresh and there were always new sights to see. If you go around doing the collectibles and sidequests first/along with the main story, then the main missions may lose their luster a bit
The whole point of Mirror's Edge was that the city was soulless as frick
Yes not because of the architecture, but because of the authoritarian state.
The city is used as a metaphor for it, though.
As was the title: the Runners exist on the Mirror's Edge and see the parts of the city that are not designed to the satisfaction of the elite but to provide functional support. The government and police tolerate the illegal courier business to an extent because they know keeping the city going requires those opposed to them going about their business. The first game story begins because they've decided it's time to put a stop to it after so many years. Removing so many features of the city, 'smoothing' it out to favour form over function in what is supposed to be a prequel/reboot has disjointed the narrative it tells, alienating the fanbase that was rooting for another game.
>Games have still not advanced beyond 2008 and now rarely even match it
there is nothing wrong with authoritarianism and im tired of saying otherwise
There is when it's leftist authoritarianism
Sorry, but due to the authoritarian powers of the state and major tech companies, expressing such a dissenting idea like 'approving of authoritarianism' is punishable by being put in gay baby jail.
Authoritarianism is built on the principle that those in power are always right, which eventually fails when they're wrong.
Just don't be wrong, lmao!
Political theorists btfo!
Not a problem; they step down or you force them to step down. Rome would actually elect dictators in times of great need.
The real problem of authoritarianism is when it's not centralized and instead you have a sea of faceless unnaccountable unelected beaurocrats you can't oust.
Damn is that really what the city looks like in Catalyst?
It hurts how dirty they did mirror's edge
how the frick did they even make that game in 2008
I played it earlier this year and it still feels very fresh
we're at the technological and cultural peak back then
Everything about it was timeless, shows that a good art style goes a looong way.
Nothing ages better than a short linear game with great art style and fun movement.
At the time there was nothing like it, that's why I think Catalyst failed. It's not unique anymore, both as ME and parkour game. Ideally a sequel would carve out its own path and do something unexpected, like expanding the combat and going full gun-fu. Removing the guns and locking abilities behind skill tree just doesn't do it for me. The aesthetic also got fricked and everything looks plastic.
I think the in-lore reason was that Catalyst takes place in a more affluent part of the city where the high caste outnumber the middle caste. Speaking of lore they took it into a whole direction I wasn't expecting with civil wars and stuff. I personally liked the architecture and the game, it wasn't just le generic futuristic and it still comes off as unique and filled with style especially for 2016 standards. Moves being locked behind upgrades was dumb but you can unlock all of them within like 4 hours. Also soundtrack was better
?t=208
>Nothing ages better than a short linear game with great art style and fun movement.
And few things have worse replay value.
most of the replay value is in the races and time trials. You can learn some basic techniques to start, followed by interesting exploits and then actual speedrunner tactics
Why do those guys do backflip?
it's the intimidation factor, like this:
>oh shit they're doing backflips like it's nothing
>oh shit they're fast
>oh frick they mean business
I honestly do feel that Catalyst and the OG's combat system had massive potential despite being pretty clunky
dishonored is a good example of this
could've done without the ugly wojaks or whatever the frick that cancer is but Mirror's Edge is
crème de la crème when it comes to environmental design.
i can't fricking take it no more
2019 post
Yeah. Look at all those robust natural materials in that Mirror's Edge picture.
>A-a-are those c-clean s-streets?! HEEEELP!!! I'm being oppressed! Heelp!!
Clean streets are racist
Why do turd worlders hate graffiti-free clean walls?
Anyone notice a lot of 1920s and 1950s aesthetics is coming back? Well modified but still
got any examples? i havent noticed
are you talking about art deco?
Oh idk, I'm just seeing hints of it. Like either art deco and mid century stuff. Irl I've noticed it in like furniture trends or some architecture-design mainly and in some media/stream shows. In games it's usually art deco although like a "neo-art deco" style
But they are the same image?
> Tradition
wut
Mirror's Edge looked great but I found the running and jumping clunky.
I legitimately don't think people played enough of catalyst. Some of that game's architecture is fricking incredible.
What killed the game (I think) is typical Ubisoft filler where sidequests repeat the same locations over and over and grind the exploration to an unsatisfactory drip.
I only played a few sidequests, I really just played the story missions almost one right after another, just explored for a few minutes here and there. I enjoyed it. The game constantly felt fresh and there were always new sights to see. If you go around doing the collectibles and sidequests first/along with the main story, then the main missions may lose their luster a bit
The title song of the original Mirror's Edge makes me actually cry these days.
It feels so bitter-sweet.
Both look ugly.