I love all the different words reviewers have found for this: loose, hollow, shaky, weak, fuzzy, bland. Instead they should start to run backwards as you approach, trying to keep you at a distance. Enemies shouldn’t try to nudge you with their weapons in close combat: you’re still in front of their gun, there’s no reason for them to stop firing. It’s a terrible challenge, relying either on using slow-mo so slow that the wait becomes boring, or learning the animations by rote to anticipate the absurdly brief red flash.ĭesign tip! You’re supposed to hide – not force me to study – ridiculous conceits like canned animations.ĭisarming should always work – slowly if they’re firing at you when you initiate it, quickly if they’re staggered or prone.
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I feel like I’m standing there as a favour to the game’s animators, because they only know how to show me grabbing a wrist in one particular position. Waiting for an enemy’s weapon to flash red during a specific frame of the same nonsensical shoulder-nudge they each perform is preposterous. If you’re stationary, Attack should do the same as Disarm – recall that the Disarm button is actually the “Beat them up and disarm them” button. If you’re sprinting when you collide with them, the impact should make them stagger.
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You’re a slim woman with unprotected hands, it’s just not wise to hit someone wearing full body armour. Punches should be weak, of course, which is precisely why there shouldn’t be any. The same goes for slide-kicks to the groin, which should lift your victim momentarily from the ground as he’s propelled backwards onto his ass. It’s a fundamental axiom of awesome, like glass breaking when I dive through it. Look into your hearts, DICE, you know this to be true. If I, an unarmed action hero, manage to run at a firing gunman and flying-kick him in the face before he kills me, it has to knock him down. Nothing is physical, everything is the result of abstract rules. Despite loading-screen guff about run-ups giving your flying kicks more damage, every blow bounces off every enemy, triggering a fake ‘stagger’ animation. Like Tuesdays, the melee combat in Mirror’s Edge has no feel. The three parts of it suck in different ways, and my proposed fixes are of equal obviosity. There’s no way they had a roomful of testers play this and everyone said “Yep, seems fine.” But even I think the combat is weirdly bad, and so easily fixable that you start to wonder what went on in DICE’s offices. This is my fifth post about it, and not my last. Having played it through three times in English and once in Italian, it’s starting to look like I might be obsessed with Mirror’s Edge. All rights reserved.The Combat In Mirror’s Edge And Why It Fucking Sucks The flow is what keeps you running – what keeps you alive. Rooftops become pathways and conduits, opportunities and escape routes.
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Mirror’s Edge™ delivers you straight into the shoes of this unique heroine as she traverses the vertigo-inducing cityscape, engaging in intense combat and fast paced chases. You are a Runner called Faith - and this innovative first-person action-adventure is your story. In this seemingly utopian paradise, a crime has been committed, your sister has been framed and now you are being hunted. In a city where information is heavily monitored, agile couriers called Runners transport sensitive data away from prying eyes. Once this city used to pulse with energy - dirty and dangerous - but alive and wonderful.