Mirror's Edge Catalyst Gameplay Videos and Details

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  • Mirror's Edge Catalyst Gameplay Videos and Details

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    Two new gameplay videos for Mirror's Edge Catalyst came out today. In addition, the team at DICE and EA released some new information about some of the retooled gameplay mechanics for the reboot of the franchise.
    MOMENTUM
    Build momentum to reach top speed and do daring jumps between rooftops or stylish slides through tight spaces. Use the new Shift move and get a short burst of acceleration in any direction. For a quick change of plan, use Quickturn for a rapid 180 or 90 degree turn.

    TRAVERSAL
    Hit top speed quickly zipping down wire lines. Carefully balance on a ledge and transition smoothly to hanging from it. Run vertically and horizontally on any wall and use pipes to swing over gaps or around corners.

    GADGETS
    Faith needs little less than her running skills, martial arts knowledge, and determination to fight the oppression smothering the citizens of Glass. But a few pieces of hi-tech hardware will help her to traverse the city.

    MAG ROPE & DISRUPTOR
    Mag Rope - Latches on to specific points in the world, allowing for unique traversal and interaction opportunities.
    Disruptor - This upgrade of the tech in Faith's glove lets you disrupt and destroy KrugerSec and AI systems.

    COMBAT
    You don't need a gun. Use your environment, your momentum, and your physicality to fight oppression.

    ATTACK TYPES
    String together Faith’s fluid attacks when engaging with KrugerSEC or other enemies. Combine light and heavy punches to force enemies off balance or to gain an advantage when they’re stunned. Use your environment when fighting to build Focus, and dish out Swift attacks to fight without losing momentum.

    FLOW AND FOCUS
    Build up and maintain Focus by maintaining movement and action. When Faith has Focus enemies can’t hit her, but losing Focus makes enemy attacks a greater threat to your health level. Once Faith focuses completely, she enters into Flow, a state of awareness that allows you to attack in new and more powerful ways.




    • K-16
      #6
      K-16 commented
      Editing a comment
      Originally posted by jimykx
      I would really wish DICE would, after all they learned by creating the movement for this game, implement some of it in some way to their Battlefield series... [I]t would be cool if they experimented with things like adding option to roll after falling from high ground to receive less damage (but oviously have the con of not imidiately controling your weapon as soon as you touch the ground), or being able to jump and climb high walls (shoulder level walls or slightly taller). Maybe a combat slide, working the same way as the dolphin dive but when you press the crouch button.
      Makes sense, since some of these moves were derived from military training, and Titanfall put these moves into good use. Just um, try to remember soldiers carry heavy crap, so there's a limit as to how many fancy stunts they can pull off. I mean, unlike Faith, Battlefield soldiers carry survival gear, food, water, class-specific equipment (defibrillator, etc.), ammunition, weapons, iPad for Commander Mode, diapers for those really long dead drop falls, parachute, aircraft and tank user manuals (thick as phone books), tube of Bengay when you're sore from over-teabagging (so family-sized), reincarnation soldier tickets (which are easily as thick as a phone book), user manual for hot wiring any vehicle known to mankind (a phone book couldn't even store this much info!), etc. So that's a lot of weight for the poor virtual soldier, and you still want them to tumble around and run on walls and other such actions you never actually suggested? What about the poor soldier holding on to his/her light machinegun? He/she's got puppy eyes welling with tears when you see through those sunglasses they all seem to wear! That "light" machinegun is horribly misleading, especially when he/she has to carry the ammo too, amongst other things!

      I'd settle for a tactical belly flop instead.
      Last edited by K-16; 03-04-2016, 06:18 PM.

    • jimykx
      #7
      jimykx commented
      Editing a comment
      Originally posted by K-16
      Makes sense, since some of these moves were derived from military training, and Titanfall put these moves into good use. Just um, try to remember soldiers carry heavy crap, so there's a limit as to how many fancy stunts they can pull off. I mean, unlike Faith, Battlefield soldiers carry survival gear, food, water, class-specific equipment (defibrillator, etc.), ammunition, weapons, iPad for Commander Mode, diapers for those really long dead drop falls, parachute, aircraft and tank user manuals (thick as phone books), tube of Bengay when you're sore from over-teabagging (so family-sized), reincarnation soldier tickets (which are easily as thick as a phone book), user manual for hot wiring any vehicle known to mankind (a phone book couldn't even store this much info!), etc. So that's a lot of weight for the poor virtual soldier, and you still want them to tumble around and run on walls and other such actions you never actually suggested? What about the poor soldier holding on to his/her light machinegun? He/she's got puppy eyes welling with tears when you see through those sunglasses they all seem to wear! That "light" machinegun is horribly misleading, especially when he/she has to carry the ammo too, amongst other things!

      I'd settle for a tactical belly flop instead.
      Hahahha! I know what you mean! I definitely dont want something ridiculous, or something like titanfall or what the latest futuristic CODS have been aiming at, If there is something I would dislike is if Battlefield would increase its pace even more. I mean I never play on 64player maps or even 48 because I think that is way too caotic for me to have fun. I like to keep things slower and more tacticool. So I really hope that once they do BF2143 they dont go the titanfall way and add crazy wall running and jetpacks or super speed sprinting etc etc.. I hope they keep the pace slow like it was before, but futuristic.

      What I mean is that they have been doing a great work making you feel like your character is in the environment, with the vaulting, the great animations, the raising the weapon above water, the stepping the gun away from walls and automatic leaning (wich I think is quite well done and I dont know why so many people dislike it).... I just wish they keep expanding in that direction. I think a slow but fluid vaulting over high walls would be pretty cool, or/and a dynamic (instead of scripted) assisted vaulting, similar to the one seen in Warface would also be awesome( but once again, not in scripted places but be able to do it anywhere you wanted to). Or a knee slide a la insurgency or GRAW 2 (DEfinitely NOT a slide like in Far Cry 2). Or an even better improved cover/leaning system, maybe with some blind firing options like in Red Orchestra 2. Well, maybe these would all suck, but I really feel like if they would be well done they could have a place in the game

    • K-16
      #8
      K-16 commented
      Editing a comment
      I don't know. People responded very positively to Titanfall's and Call of Duty's fancy player movement options, so I can see DICE being tempted to do the same and cram those soldiers with exoskeleton suits and get them wall-running for a futuristic warfare title such as BF 2143 (in real life, I've read online that the military actually kind of shuns away from those suits because of how impractical it is to use the damn thing; millions of dollars in R&D mostly wasted, when everyone simply wants the basic necessities, survival training, better armor, and a gun).

      Funny how you mention slower and tacticool. Epsilon recently had a patch that reduces player movement speed. Initially it was as fast as Call of Duty and I found myself speedrunning away from enemy bullets in a silly manner (it was meant to be a placeholder speed anyways). Not anymore! And Epsilon does take place in the near future... And I do get a 150% commission for Early Access sales from my referrals because I totally do not not not work for them as a guerilla salesman who subtly advertises the game in forums posing as a reader of the site but legally requires to put in a subtle disclosure to avoid legal repercussions... Just make sure you E-mail Serellan that you bought the game under the promo code "Bummy" (do not mistake this for "Bunny," the last guy screwed that up) and I'll not not get my not non-existent commission.

      Ok I see what you mean now. Basically you want more context-sensitive dynamic responses to your environment, where you are presented smarter options when facing obstacles in general. I remember a pirate game that was supposed to compete with Tomb Raider 2, where if you ran into a wall you would automatically vault over it smoothly, instead of smacking into it in pain like Lara does in the older Tomb Raider games. Anyways, the pirate game got delayed by several years, and when it got released it suffered the Duke Nukem Forever fate and fell into obscurity with the developer shut down.

      Point is, it sounds like you want more context-sensitive animations, and in first-person it'll look even cooler. I can agree to that. Quality Assurance will be the worst job in the world, testing how well it runs for oddly shaped obstacles and whatnot. But it would be fun to see smarter options where the player gets to perform an action either automatically or by button press that would keep movement going without wasting time on obstacles, or for combat purposes such as blind firing like you said. Would be cool if they can do something like GTA 5, where EVERYTHING that was animated in third-person, works exactly as you would expect in first-person, and GTA 5 has lots of context-sensitive options.

    • Koin-Koin
      #9
      Koin-Koin commented
      Editing a comment
      Pole Dancing !!!
      We definitely need pole dancing move in future FPS

    • Koin-Koin
      #10
      Koin-Koin commented
      Editing a comment
      BTW the BETA sign-up is available here :http://www.mirrorsedge.com/beta
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