Nah, it's not like other console-followed-by-PC releases like Assassin's Creed, Mass Effect and GTA IV. They've been developing the PC version almost in parallel, and it's got delayed.
Unless it's EA pulling a fast one with some spurious thinking about hindering PC piracy. Grr. Still, it'll only be a month or two.
Actually, thanks for reminding me about Assassin's Creed. I'll be able to play that as well while I'm waiting. Needed to get a multicore processor first.
Too many updates and new videos to mention, but I'll just say that if anyone else enjoyed the tune and song from the first two trailers, it's finally been found! It's by Lisa Miskovsky and, in what strikes me as being a bad move, is called Still Alive.You can find the full version here for streaming:http://apps.facebook.com/ilike/arti...r's+Edge+Theme)Salvage from your browser's cache as appropriate.Edit: Forums broke my link. Someone doesn't know how to parse URLs it seems.
No it doesn't, I'm sure. Where did you hear that? Don't go by the release dates on Amazon and the like; they're as clueless as us.
Have been really looking forward to this game ever since reading about it a lil while back. The concept of adding the appendages to the perspective to more closely simulate first person point of view is interesting and I hope they do a good job with it. Also the whole free-runner theme of the game is appealing, only a matter of time as free-running has constantly been appearing in commericials, tv, and movies...games are an obvious and logical continuation. I will definetly be checking this one out upon release somehow someway.
I am very much anticipating this game, after watching the clips of the game I must say that I'm impressed. The question is which platform I wanna play it on and it looks like i am leaning towards pc atm. Oh, and the storyline is very interesting.
*k, if the release date on the pc version "is" accurate, looks like i will be taking a stroll to purchase the ps3*
Demo's releasing on the 30th and 31st... *turns on 360 and waits impatiently*
I was about to post that, blast you.
I'll have to pressure a friend with a PS3 to get the demo so I can have a go at the weekend.
Was lucky to get a 20min go on this yesturday at the Eurogamer Expo in London.
The game (well demo of the rooftop's) is vibrant, looks half decent however is very limited to what you can do or where you can go.
At first look's it seems to be an open-world, however it is similar to the old FPS's where there is only 1 path to follow and that's it, you start to lose any appreciation for something when you are forced through a certain path, with the same scripted events happening every time (especially with recent games giving you more and more open-worldness and unpredicatability).
The control's are simple, which isn't a bad thing, however you find yourself just running along spamming the same 2 buttons' all the time, need more input from the user to keep things fresh and even action-packed.
Overall, its not too bad, its somewhat unique, however I feel the simple control's and forced pathing lets the game down.
From what I've seen during the last few months, the forced paths won't be too big a deal in later levels. There are minor differences in how you can tackle something (e.g. choosing a ramp instead of leaping over a rail), and bigger ones, such as going round a building a different way.
UniToxic wrote:
Was lucky to get a 20min go on this yesturday at the Eurogamer Expo in London. The game (well demo of the rooftop's) is vibrant, looks half decent however is very limited to what you can do or where you can go.At first look's it seems to be an open-world, however it is similar to the old FPS's where there is only 1 path to follow and that's it, you start to lose any appreciation for something when you are forced through a certain path, with the same scripted events happening every time (especially with recent games giving you more and more open-worldness and unpredicatability).The control's are simple, which isn't a bad thing, however you find yourself just running along spamming the same 2 buttons' all the time, need more input from the user to keep things fresh and even action-packed.Overall, its not too bad, its somewhat unique, however I feel the simple control's and forced pathing lets the game down.
Hi Unitoxic, now u say same path..is that because it may have been a demo? Oh I hope so, but what do u think?
cookie1017 wrote:
UniToxic wrote:Was lucky to get a 20min go on this yesturday at the Eurogamer Expo in London. The game (well demo of the rooftop's) is vibrant, looks half decent however is very limited to what you can do or where you can go.At first look's it seems to be an open-world, however it is similar to the old FPS's where there is only 1 path to follow and that's it, you start to lose any appreciation for something when you are forced through a certain path, with the same scripted events happening every time (especially with recent games giving you more and more open-worldness and unpredicatability).The control's are simple, which isn't a bad thing, however you find yourself just running along spamming the same 2 buttons' all the time, need more input from the user to keep things fresh and even action-packed.Overall, its not too bad, its somewhat unique, however I feel the simple control's and forced pathing lets the game down.Hi Unitoxic, now u say same path..is that because it may have been a demo? Oh I hope so, but what do u think?
It's rather because Mirror's Edge is like a "racing game". You have a "track" with a starting point and an endpoint. In between you can choose more or less where you go, but that is restricted to a "forward" movement, not a "360° run through a whole city" movement (e.g. GTA). The cause for that may be that the game is set up on the (awesome) UT3 engine. It may be impossible to build a large area of a city (doesn't need to be the whole city for each level IMO, just parts, districts) with that engine without large base (regardless of settings) RAM and CPU usage , since it was built for high-level graphics FPS, which are mostly limited to "smaller" areas (UT is a Deathmatch type FPS).
But it doesn't matter to me too much, to be honest, as long as the execution is neat.
GoDGiVeR wrote:
cookie1017 wrote:UniToxic wrote:Was lucky to get a 20min go on this yesturday at the Eurogamer Expo in London. The game (well demo of the rooftop's) is vibrant, looks half decent however is very limited to what you can do or where you can go.At first look's it seems to be an open-world, however it is similar to the old FPS's where there is only 1 path to follow and that's it, you start to lose any appreciation for something when you are forced through a certain path, with the same scripted events happening every time (especially with recent games giving you more and more open-worldness and unpredicatability).The control's are simple, which isn't a bad thing, however you find yourself just running along spamming the same 2 buttons' all the time, need more input from the user to keep things fresh and even action-packed.Overall, its not too bad, its somewhat unique, however I feel the simple control's and forced pathing lets the game down.Hi Unitoxic, now u say same path..is that because it may have been a demo? Oh I hope so, but what do u think? It's rather because Mirror's Edge is like a "racing game". You have a "track" with a starting point and an endpoint. In between you can choose more or less where you go, but that is restricted to a "forward" movement, not a "360° run through a whole city" movement (e.g. GTA). The cause for that may be that the game is set up on the (awesome) UT3 engine. It may be impossible to build a large area of a city (doesn't need to be the whole city for each level IMO, just parts, districts) with that engine without large base (regardless of settings) RAM and CPU usage , since it was built for high-level graphics FPS, which are mostly limited to "smaller" areas (UT is a Deathmatch type FPS).But it doesn't matter to me too much, to be honest, as long as the execution is neat.
<3 Ty sweety