Game in a closed world or impressions of Mirror’s Edge Catalyst
Hi Stopgame.
As you https://sistersitescasino.co.uk/casinos/xl-casino/ know everything very well, no further than three days ago Restanating probably the most original game from the Swedish studio Dice. And I, as a devoted fan of the original, did not miss the opportunity to purchase it (the game, not a studio, otherwise the epic of the moment simply would not have entered this modest blow) right on the day of the release. And as everyone has already guessed, I want to print a couple of lines on this subject, and if you are lucky, and then expand a small discussion.
I would like to start with the original Mirror’s Edge sample of 2008 (for some reason, it pulls it to call it the first part). It was (is and will be) a very simple and minimalist game: likely, a first-person platform with an oak plot, oak enemies and a wildly beautiful city. And nothing more. Here you have point A, here is point B, but the obstacles between them – run, fake! Catalyst from the threshold falls on us a Fitch car inherent in typical modern jerks: a huge open world, dozens of sides, hundreds of college objects, a system of pumping and customization of the main character and everything in that spirit. In the general case, it would be nice – well, which of us does not like to climb from time to time into the next Assassin’s Creed in order to conquer a couple of towers;) But is it all in Mirror’s Edge?
Speaking of Assassin’s Creed: In recent years, this series has become an unspoken standard of OpenWorld’ov and one of its main FICH – Parkour, relatively free movement in three planes, when we are free to go on brown land and climb incredible peaks in the world. It is logical to expect that in this aspect of Mirror’s Edge Catalyst, the game dedicated to Parkur, armed with a huge metropolis as an open world, will give the adventures of killers in the hoods.
But no!
There is no open world in Catalyst. Or rather, there is, but not open and not the world. Well, if exactly, there is a terrifyingly beautiful city of mirrors with complex and very beautiful (it is difficult, very difficult to stop repeating this word in relation to the visual part of the game, everything is just ocherically beautiful) futuristic architecture. And at first it seems that the scale of freedom of movement is simply incredible. At first, you are afraid to even deviate from the guiding red train – you are awake! But, you just have to overcome this and try to deviate from the route planned by gam designers, how to quickly get the illusory of scale: the path is always the same, step to the left of Sayd and a step to the right for the collectible is allowed, but it is impossible to come somewhere than invented by developers-you inevitably start to walk in circles. Most of the buildings around, like the surface of the Earth, are nothing more than a static decoration that cannot be achieved. The reality of evil and therefore incredibly costly create a metropolis on a scale of 1: 1 with such and such worked out architecture and so that it was all interesting to move through it. True, it is easier to do not become from this thought, because until the end of the game you will have to cross the city from end to end along the same route. And the further, the more obvious it becomes that we are just a disguised labyrinth, a hab-location between plot missions, and not a full-fledged open world. Actually question: and nafiga? Is the usual loading screen between the missions would be worse!? I have no answer to this question. Maybe you, about the reader, will find?
We go further: plot missions. They are beautiful. As in the first part (well, you understand, the original which). The plot itself is as bad as before. Only now everything is in a fortune, with katsets on the engine. In general, this is such a little Cyberpanka history, where the conglomerate of corporations, which monitor everyone, opposes the brave rebels from the slum. The dull, like Monday morning, characters, template dialogs and no less template tweets (like a mental mentor who is actually not killed) are attached.
Gameplay. It’s still cool as in 2008. Parkur is still working and jumping on the walls more than exciting. The arsenal of tricks has not practically did not change, but I do not think that there is really something to add. The only thing that is really enough for her is the freedom of movement: why can I not climb horizontal pipes under the protok? The designer did not plan this way:/ it is worth making a reservation about the combat system and enemy. You know, I never thought that you can ruin something as simple and beautiful as the Mirror’s Edge fighter. There, if you remember, we had one blow and counterattack. It was still possible to twist the commercials with the help of parkour. Well, shooting. However, despite this, the battles were not easy, because opponents beat strong, dangerous and numerous. The battle had to be avoided if possible. He wanted to avoid him. For the special forces detachment can kill you in seconds and you can’t do anything.
And what about Catalyst? There are now two strikes: with a hand and foot, a counterattack was taken away, they added maneuvers around the enemy. However, the enemies have noticeably weakened. Now even a detachment of 6 people is not dangerous. The method “rebound -> stabs from the leg” can be stolen as many opponents as you like and they will not be able to contrast you with anything. Even if these are special forces with machine guns – they can generally jam them with fists without dodging anywhere. I repent, I have not yet passed the game and maybe somewhere there there are truly dangerous enemies with whom the battles will have to twist, but I have not seen such.
Pumping. For what? And hell knows her. And without it it was good. Almost nothing new, she does not bring to the game. In addition to curioses, because Faith at the start does not know how to group when landing and is doomed to break its legs with each landing from a little large height. Well added a hook-cat. Just like a betman, yes. However, there is almost no sense from it – all the few places where it can be used to be scriched and specially marked, so it increases the freedom of movement about in no way.
The technical side is in principle pleasing. The picture is very beautiful. I didn’t come across bugs, but I won’t say about optimization, because in a car with a 6 nuclear prison, 16 gigs of the RAM and GTX980 everything seems quite tolerably optimized.
So it seemed to me Mirror’s edge Catalyst. IMHO, in an attempt to make your Assassin’s Creed, the Swedes only ruined a very original game. And let it not be frankly bad to call her, it is still inferior to the same Mirror’s Edge. A game in which there was nothing superfluous.
P.S. The author never excludes that he was a noob and disgraced relatively the above aspects of the game. This is just an impressions of a person who loves the original game and therefore suffering from high expectations, who could not stand a clash with a harsh reality. P.P.S. Just 8 hours and the game is still far from the passage