Call of Duty Black Ops Voted ‘Best Game Ending’ Of All Time
13 hours 32 mins ago
In a recent interview with GamingUnion.net, Co-founder and former CEO of DICE, Fredrik Liliegren, discussed what he thought of a Mirror's Edge sequel, how long the original game took to develop, and whether or not he believes making such an unusual IP was a good idea.
Go to the source for the full article.
Gaming Union: What do you think of DICE's choice to make Mirror's Edge, and now that they're developing a sequel?
Liliegren: Knowing that that product was in development for about seven years.. [laughs] and given that it wasn't Mirror's Edge when we started, but it was one team working on 'the new IP' for seven years, I think they did a strong final. They did something different that people hadn't done before. I think it needed a second generation so they can tweak on it, I played it a little bit.









Comments
I enjoyed Mirror's Edge. The first-person style, fast-paced movement, and the vibrant colors all came into play. Granted I bought it later on for the PC for just $5, but I still thought it was worth every penny. xD Agreed on the story, however, didn't really care for the characters or the 'conspiracy' in the game, but eh, that's what sequels are for, to improve (or go downhill, but no one hopes for that).
I mean, if you compare AS1 and AS2 they're almost in a different universe.
I loved the first mirrors edge. Sure the story was decent but I thought the gameplay and the atmosphere was fun enough to make up for it. Bring on number 2.
and
B. Forcing you to run away from and fight people with guns was just as bad, and that happened throughout.
And the whole point of the game was to get from one point to another as fast as possible. Stopping to think how to take down enemies slowed you down. So that also gave room for ways to effectively escape enemies, which I did a lot of as well in the later levels.
So you're honestly trying the say the game was better for having guns in it? The whole point of parkour is to get from A to B as quickly as possible and as stylishly as possible. A major part of it is checking runs out before doing them. In the story campaign of MEdge you couldn't stop to scratch your ass without some *bleep*wit trying to put a bullet in you. Yeah, it gave you the opportunity to take down bad guys in different ways, but Parkour isn't about taking down bad guys, hence the tacked on shitty action point still stands.
AKA: Ideas in lead game designers mind to finished product. They most likely only actually fully worked on the game for 3 or so years, the rest was most likely development work.
This news story is archived and is closed to comments now.