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	Comments on: Keeping The Peace In Mirror&#8217;s Edge	</title>
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		<title>
		By: The Combat In Mirror&#8217;s Edge And Why It Fucking Sucks - a post on Tom Francis' blog		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-530515</link>

		<dc:creator><![CDATA[The Combat In Mirror&#8217;s Edge And Why It Fucking Sucks - a post on Tom Francis' blog]]></dc:creator>
		<pubDate>Mon, 09 Jun 2014 21:14:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-530515</guid>

					<description><![CDATA[[&#8230;] If some of this sounds like it would make the combat too easy, that might be because I think the combat should be easy. But I also think it should be used in a completely different way, and I think I&#8217;m going to have to make that post number 6. [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] If some of this sounds like it would make the combat too easy, that might be because I think the combat should be easy. But I also think it should be used in a completely different way, and I think I&#8217;m going to have to make that post number 6. [&#8230;]</p>
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		<title>
		By: Post Maker		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46500</link>

		<dc:creator><![CDATA[Post Maker]]></dc:creator>
		<pubDate>Thu, 05 Feb 2009 03:16:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46500</guid>

					<description><![CDATA[I&#039;ll have to give that a look then; the majority of levels were frustrating enough to play through once, so the idea of playing them while timed didn&#039;t appeal to me very much. If they have that ghost info though, I&#039;m willing to give them a proper try.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll have to give that a look then; the majority of levels were frustrating enough to play through once, so the idea of playing them while timed didn&#8217;t appeal to me very much. If they have that ghost info though, I&#8217;m willing to give them a proper try.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46492</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 04 Feb 2009 19:50:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46492</guid>

					<description><![CDATA[They already have a really neat way of presenting information like that too - if you play a Time Trial against a ghost, the ghost leaves red hand and footprints on their path so you can see where they went. The ideal system would show those leading from where you are to where you need to go. Next best would be just a pre-set trail following the default path that you only see when holding that key.]]></description>
			<content:encoded><![CDATA[<p>They already have a really neat way of presenting information like that too &#8211; if you play a Time Trial against a ghost, the ghost leaves red hand and footprints on their path so you can see where they went. The ideal system would show those leading from where you are to where you need to go. Next best would be just a pre-set trail following the default path that you only see when holding that key.</p>
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		<title>
		By: Post Maker		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46490</link>

		<dc:creator><![CDATA[Post Maker]]></dc:creator>
		<pubDate>Wed, 04 Feb 2009 18:53:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46490</guid>

					<description><![CDATA[I&#039;d prefer it if the hint button did something other than reorient you towards where you&#039;re supposed to be running. I&#039;d like to be able to keep all my forward momentum while also getting an idea of where I&#039;m supposed to be going; running forward, then abruptly spinning around and losing all that speed is a little aggravating. Since Runner Vision already exists as an in-game concept, perhaps a thin red line on the ground showing a potential path? If the sequel(s?) featured mutliple pathways it could get confusing, but if the line only pointed toward the next ramp, wire or pipe along the path you were on it would be easier to understand, and would allow for some of the more bewildered players to get an easy idea of where to run next.

It could work like the pathfinding in Dead Space, with that magic line that drew itself between the player and the next closest point on the ground.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d prefer it if the hint button did something other than reorient you towards where you&#8217;re supposed to be running. I&#8217;d like to be able to keep all my forward momentum while also getting an idea of where I&#8217;m supposed to be going; running forward, then abruptly spinning around and losing all that speed is a little aggravating. Since Runner Vision already exists as an in-game concept, perhaps a thin red line on the ground showing a potential path? If the sequel(s?) featured mutliple pathways it could get confusing, but if the line only pointed toward the next ramp, wire or pipe along the path you were on it would be easier to understand, and would allow for some of the more bewildered players to get an easy idea of where to run next.</p>
<p>It could work like the pathfinding in Dead Space, with that magic line that drew itself between the player and the next closest point on the ground.</p>
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		<title>
		By: J-Man		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46408</link>

		<dc:creator><![CDATA[J-Man]]></dc:creator>
		<pubDate>Mon, 02 Feb 2009 10:00:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46408</guid>

					<description><![CDATA[While I haven&#039;t played it, Mirror&#039;s Edge sounds like it needs a dose of the co-ops. Imagine 2 runners, performing linked moves to take down cops, throwing weapons to each other when one is unarmed, or needs to be more maneuverable but doesn&#039;t want to drop a good weapon...

If Mirror&#039;s Edge &lt;b&gt;did&lt;/b&gt; have co-op, I would have bought it when it came out.]]></description>
			<content:encoded><![CDATA[<p>While I haven&#8217;t played it, Mirror&#8217;s Edge sounds like it needs a dose of the co-ops. Imagine 2 runners, performing linked moves to take down cops, throwing weapons to each other when one is unarmed, or needs to be more maneuverable but doesn&#8217;t want to drop a good weapon&#8230;</p>
<p>If Mirror&#8217;s Edge <b>did</b> have co-op, I would have bought it when it came out.</p>
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		<title>
		By: Azzen		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46393</link>

		<dc:creator><![CDATA[Azzen]]></dc:creator>
		<pubDate>Sun, 01 Feb 2009 19:17:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46393</guid>

					<description><![CDATA[I&#039;m just afraid that the thrill of cop chases will be lost if the player&#039;s never hit (And doesn&#039;t care whether they exist or not). The choppers worked because the player could see where they were shooting; DICE needs to pull off the same effect with cops.

I think the best part of the game - movement - could be made deeper by reworking the controls. Perhaps re-map all four shoulder buttons to movement instead of just two. Re-map hand-to-hand attacking to the square button (X if you&#039;re on 360). Turning 90 degrees would be mapped to Circle (B), and the hint system could be remapped to X (A) when not interacting.
For example: When running forward, the upper left button jumps and the lower left button slides. Perhaps the upper right button could do a vault, and the lower right button does a dive. These could be named &quot;Aggressive (direction) actions&quot;.
When having a gun, the right shoulder buttons are remapped to firing and reloading. Faith should be able to steal extra clips, I think; Shooting definately felt tacked-on in ME1, and if they did a sequel, integrating it better with the running could fix it.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m just afraid that the thrill of cop chases will be lost if the player&#8217;s never hit (And doesn&#8217;t care whether they exist or not). The choppers worked because the player could see where they were shooting; DICE needs to pull off the same effect with cops.</p>
<p>I think the best part of the game &#8211; movement &#8211; could be made deeper by reworking the controls. Perhaps re-map all four shoulder buttons to movement instead of just two. Re-map hand-to-hand attacking to the square button (X if you&#8217;re on 360). Turning 90 degrees would be mapped to Circle (B), and the hint system could be remapped to X (A) when not interacting.<br />
For example: When running forward, the upper left button jumps and the lower left button slides. Perhaps the upper right button could do a vault, and the lower right button does a dive. These could be named &#8220;Aggressive (direction) actions&#8221;.<br />
When having a gun, the right shoulder buttons are remapped to firing and reloading. Faith should be able to steal extra clips, I think; Shooting definately felt tacked-on in ME1, and if they did a sequel, integrating it better with the running could fix it.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46389</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sun, 01 Feb 2009 10:21:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46389</guid>

					<description><![CDATA[Ooh, good point - perhaps if you&#039;ve got enough velocity when you reach an opponent, his weapon turns red to indicate you can perform a running disarm. And if you instead run straight at them without pressing anything, she could step on their belt, knee them in the face and leap over them without breaking stride. 

The advantage of doing a flying or sliding kick instead would be that it gets you out of the normal line of fire if you&#039;re being shot at, at the expense of slowing you down when you hit.

I like the logic of location-specific hits, and you&#039;re probably right that two shot kills would be too harsh. But it&#039;s seldom clear to the player where he&#039;s getting shot, so in practice it might just feel random.

So long as they&#039;re wildly inaccurate versus a moving protagonist - as the helicopters are - it should be okay. 

Idlehands: Snipers are decent as they are, but I&#039;d like them to be scarier. I&#039;d like it if you knew the second that laser touched you, you&#039;d get shot. It&#039;d have to start out aimed far from you, and only focus its aim slowly. 

I think they&#039;d be a good vehicle for &lt;a href=&quot;http://www.pentadact.com/index.php/2008-07-17-mirrors-edge&quot; rel=&quot;nofollow&quot;&gt;the mechanic I suggested before&lt;/a&gt;: the moment a bullet&#039;s fired that&#039;s on course to hit you, slowmo is triggered and you can see the path its on (the laser sight makes a good excuse for this: it could be green until fired, red then). At normal sniping distance you&#039;ve got a second or so to get out of its way. &#039;On course to hit you&#039; includes if it&#039;s fired ahead of you while running.]]></description>
			<content:encoded><![CDATA[<p>Ooh, good point &#8211; perhaps if you&#8217;ve got enough velocity when you reach an opponent, his weapon turns red to indicate you can perform a running disarm. And if you instead run straight at them without pressing anything, she could step on their belt, knee them in the face and leap over them without breaking stride. </p>
<p>The advantage of doing a flying or sliding kick instead would be that it gets you out of the normal line of fire if you&#8217;re being shot at, at the expense of slowing you down when you hit.</p>
<p>I like the logic of location-specific hits, and you&#8217;re probably right that two shot kills would be too harsh. But it&#8217;s seldom clear to the player where he&#8217;s getting shot, so in practice it might just feel random.</p>
<p>So long as they&#8217;re wildly inaccurate versus a moving protagonist &#8211; as the helicopters are &#8211; it should be okay. </p>
<p>Idlehands: Snipers are decent as they are, but I&#8217;d like them to be scarier. I&#8217;d like it if you knew the second that laser touched you, you&#8217;d get shot. It&#8217;d have to start out aimed far from you, and only focus its aim slowly. </p>
<p>I think they&#8217;d be a good vehicle for <a href="http://www.pentadact.com/index.php/2008-07-17-mirrors-edge" rel="nofollow">the mechanic I suggested before</a>: the moment a bullet&#8217;s fired that&#8217;s on course to hit you, slowmo is triggered and you can see the path its on (the laser sight makes a good excuse for this: it could be green until fired, red then). At normal sniping distance you&#8217;ve got a second or so to get out of its way. &#8216;On course to hit you&#8217; includes if it&#8217;s fired ahead of you while running.</p>
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		<title>
		By: Azzen		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46383</link>

		<dc:creator><![CDATA[Azzen]]></dc:creator>
		<pubDate>Sun, 01 Feb 2009 06:36:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46383</guid>

					<description><![CDATA[Sorry for the double post:

Another add is that combat would be nicer with an increased emphasis on the environment. Enemies will be more knocked back than directly damaged by attacks, and the objective is to push them into a hazard.]]></description>
			<content:encoded><![CDATA[<p>Sorry for the double post:</p>
<p>Another add is that combat would be nicer with an increased emphasis on the environment. Enemies will be more knocked back than directly damaged by attacks, and the objective is to push them into a hazard.</p>
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		<title>
		By: Azzen		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46382</link>

		<dc:creator><![CDATA[Azzen]]></dc:creator>
		<pubDate>Sun, 01 Feb 2009 06:31:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46382</guid>

					<description><![CDATA[Excellent suggestions as always, Pentie. A few of my own adds to this, though:

Two-hit kills are a bit extreme, especially with several cops around. Perhaps make the hits body-part based instead? IE: two headshots kill. Three bodyshots kill. Six limb-shots kill.
This way, on easy mode, you could invisibly bias enemy aiming towards Faith&#039;s limbs. On harder difficulties, the bias becomes more and more towards the head.

You SWAT team suggestion is perfect. Make them a force to run from. So are the Chaser tweaks.

I think one of the ways they could make this game much, much better is to make it so that combat doesn&#039;t completely halt the pace. Change attacks from stopping and punching to something more of a running elbow swipe, and from a kick that rebounds off the enemy to a kick that effectively vaults over them. This way, the style of combat is changed from Stop-punch-restart to something much more fitting to the game. And it&#039;d be way cooler if Faith disarmed somebody by running up to them and levering the gun right out of their hands without breaking pace instead of having to stop and execute a complicated kung-fu sequence.]]></description>
			<content:encoded><![CDATA[<p>Excellent suggestions as always, Pentie. A few of my own adds to this, though:</p>
<p>Two-hit kills are a bit extreme, especially with several cops around. Perhaps make the hits body-part based instead? IE: two headshots kill. Three bodyshots kill. Six limb-shots kill.<br />
This way, on easy mode, you could invisibly bias enemy aiming towards Faith&#8217;s limbs. On harder difficulties, the bias becomes more and more towards the head.</p>
<p>You SWAT team suggestion is perfect. Make them a force to run from. So are the Chaser tweaks.</p>
<p>I think one of the ways they could make this game much, much better is to make it so that combat doesn&#8217;t completely halt the pace. Change attacks from stopping and punching to something more of a running elbow swipe, and from a kick that rebounds off the enemy to a kick that effectively vaults over them. This way, the style of combat is changed from Stop-punch-restart to something much more fitting to the game. And it&#8217;d be way cooler if Faith disarmed somebody by running up to them and levering the gun right out of their hands without breaking pace instead of having to stop and execute a complicated kung-fu sequence.</p>
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		<title>
		By: Jazmeister		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46378</link>

		<dc:creator><![CDATA[Jazmeister]]></dc:creator>
		<pubDate>Sun, 01 Feb 2009 00:14:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46378</guid>

					<description><![CDATA[Well, I thought obvious lampoon was obvious, but I&#039;ve no idea who that first guy is. Someone uninitiated into the Order of the Black Border with Rounded Edges, though.]]></description>
			<content:encoded><![CDATA[<p>Well, I thought obvious lampoon was obvious, but I&#8217;ve no idea who that first guy is. Someone uninitiated into the Order of the Black Border with Rounded Edges, though.</p>
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		<title>
		By: Formerly Cpt.Muffin		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46375</link>

		<dc:creator><![CDATA[Formerly Cpt.Muffin]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 22:11:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46375</guid>

					<description><![CDATA[Well I&#039;ve copycatted every blog out there atm with roleplaying-in-a-game-namely-fallout-three on mine, but I didn&#039;t call it &quot;plagiarised&quot; for nothing. And it definetly isn&#039;t up to real Tom Francis standards.

I dont know why EA wont release modding tools with their games, people still buy the offical expansion packs so I dont see how it&#039;ll lose them profit. Instead all we&#039;re left with is that hack for third person in the game which is hilarious looking. http://uk.youtube.com/watch?v=mv7MnV1SrZg]]></description>
			<content:encoded><![CDATA[<p>Well I&#8217;ve copycatted every blog out there atm with roleplaying-in-a-game-namely-fallout-three on mine, but I didn&#8217;t call it &#8220;plagiarised&#8221; for nothing. And it definetly isn&#8217;t up to real Tom Francis standards.</p>
<p>I dont know why EA wont release modding tools with their games, people still buy the offical expansion packs so I dont see how it&#8217;ll lose them profit. Instead all we&#8217;re left with is that hack for third person in the game which is hilarious looking. <a href="http://uk.youtube.com/watch?v=mv7MnV1SrZg" rel="nofollow ugc">http://uk.youtube.com/watch?v=mv7MnV1SrZg</a></p>
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		<title>
		By: Bret		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46373</link>

		<dc:creator><![CDATA[Bret]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 19:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46373</guid>

					<description><![CDATA[Unless they&#039;re up to real Tom Francis&#039;s standards, in which case we should let it slide.

I mean, it&#039;d be all the benefits of illegal cloning, but with less clone Hitlers.

And the less clone Hitlers, the better.]]></description>
			<content:encoded><![CDATA[<p>Unless they&#8217;re up to real Tom Francis&#8217;s standards, in which case we should let it slide.</p>
<p>I mean, it&#8217;d be all the benefits of illegal cloning, but with less clone Hitlers.</p>
<p>And the less clone Hitlers, the better.</p>
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		<title>
		By: Joe Russell		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46371</link>

		<dc:creator><![CDATA[Joe Russell]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 19:10:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46371</guid>

					<description><![CDATA[Uh oh, we seem to have someone imitating Mr. Francis. I hope we don&#039;t get any copycat bloggings...]]></description>
			<content:encoded><![CDATA[<p>Uh oh, we seem to have someone imitating Mr. Francis. I hope we don&#8217;t get any copycat bloggings&#8230;</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46369</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 19:03:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46369</guid>

					<description><![CDATA[OMG I am Tom FracnsiS! You can totally tell!]]></description>
			<content:encoded><![CDATA[<p>OMG I am Tom FracnsiS! You can totally tell!</p>
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		<title>
		By: Jazmeister		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46368</link>

		<dc:creator><![CDATA[Jazmeister]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 19:02:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46368</guid>

					<description><![CDATA[I hate those videos. In the future, they&#039;ll force you to watch the credits first.]]></description>
			<content:encoded><![CDATA[<p>I hate those videos. In the future, they&#8217;ll force you to watch the credits first.</p>
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		<title>
		By: MartinJ		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46364</link>

		<dc:creator><![CDATA[MartinJ]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 18:33:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46364</guid>

					<description><![CDATA[Completely out of topic, I just noticed that in every single EA game, you can click away all the intro videos/company logos, except for the EA one.

I kind of found it funny and didn&#039;t know where to share, it&#039;s probably yesterday&#039;s news.]]></description>
			<content:encoded><![CDATA[<p>Completely out of topic, I just noticed that in every single EA game, you can click away all the intro videos/company logos, except for the EA one.</p>
<p>I kind of found it funny and didn&#8217;t know where to share, it&#8217;s probably yesterday&#8217;s news.</p>
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		<title>
		By: qwertylicious		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46362</link>

		<dc:creator><![CDATA[qwertylicious]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 16:36:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46362</guid>

					<description><![CDATA[Fighting was a bitch, but is it really needed to keep up the pace? Might environmental threats, such as the storm drains filling with water with a currant through it, be better and more inkeeping with the game? I can imagine a level navigating your way across a block of buildings primed to blow, with parts being gradually blown to keep the pace and mix things up a bit.

Multiple ways to go about the level might also give opportunities to avoid fighting, but might be hard to implement and balance (to stop there being the easy and hard/pointless methods).]]></description>
			<content:encoded><![CDATA[<p>Fighting was a bitch, but is it really needed to keep up the pace? Might environmental threats, such as the storm drains filling with water with a currant through it, be better and more inkeeping with the game? I can imagine a level navigating your way across a block of buildings primed to blow, with parts being gradually blown to keep the pace and mix things up a bit.</p>
<p>Multiple ways to go about the level might also give opportunities to avoid fighting, but might be hard to implement and balance (to stop there being the easy and hard/pointless methods).</p>
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		<title>
		By: ZomBuster		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46358</link>

		<dc:creator><![CDATA[ZomBuster]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 14:35:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46358</guid>

					<description><![CDATA[It needs more Dark Messiah! Kick people off roofs, kick people into electrified fences, kick people into helicopter blades!

&lt;font color=&quot;#ffffff&quot;&gt;&lt;b&gt;Moderator Edit: This was James&#039; 5,000th approved comment. Holy shit.&lt;/font&gt;&lt;/b&gt;]]></description>
			<content:encoded><![CDATA[<p>It needs more Dark Messiah! Kick people off roofs, kick people into electrified fences, kick people into helicopter blades!</p>
<p><font color="#ffffff"><b>Moderator Edit: This was James&#8217; 5,000th approved comment. Holy shit.</b></font></p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46357</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 14:15:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46357</guid>

					<description><![CDATA[OMG I have been caught!]]></description>
			<content:encoded><![CDATA[<p>OMG I have been caught!</p>
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		<title>
		By: Idlehands		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46356</link>

		<dc:creator><![CDATA[Idlehands]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 12:56:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46356</guid>

					<description><![CDATA[I agree, there were moments in this game where I loved running for the exit hoping to not catch a bullet or not find a dead end. Then there were silly moments that required you to fight, or climb a pipe to evade them. They had a great game on their hands until someone said &quot;Hey why don&#039;t we force the player into fisty cuffs with a SWAT team with automatic weapons.&quot; 

Would you change anything about the snipers? There were moments when they kind of worked and others not so much.]]></description>
			<content:encoded><![CDATA[<p>I agree, there were moments in this game where I loved running for the exit hoping to not catch a bullet or not find a dead end. Then there were silly moments that required you to fight, or climb a pipe to evade them. They had a great game on their hands until someone said &#8220;Hey why don&#8217;t we force the player into fisty cuffs with a SWAT team with automatic weapons.&#8221; </p>
<p>Would you change anything about the snipers? There were moments when they kind of worked and others not so much.</p>
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		<title>
		By: Roadrunner		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46355</link>

		<dc:creator><![CDATA[Roadrunner]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 11:11:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46355</guid>

					<description><![CDATA[How many singleplayer levels are there? Because although it &lt;i&gt;was&lt;/i&gt; on xbox I played, multiplayer had no hook. 
Too bad because it&#039;s EA it&#039;s completely mod-unfriendly.]]></description>
			<content:encoded><![CDATA[<p>How many singleplayer levels are there? Because although it <i>was</i> on xbox I played, multiplayer had no hook.<br />
Too bad because it&#8217;s EA it&#8217;s completely mod-unfriendly.</p>
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		<title>
		By: Dagda		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46346</link>

		<dc:creator><![CDATA[Dagda]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 01:34:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46346</guid>

					<description><![CDATA[I rather like their look- you&#039;ve spent the game beating down on dark sunglasses-wearing cops and black-armored swat teams, and then you&#039;re confronted with these people in outfits that are just plain functional- the hidden face, the taser, the body armor and face mask are all things that would actually be pretty handy to have yourself. No posing, no &quot;stop or I&#039;ll shoot&quot;, they know your game and they just might be better at it than you.]]></description>
			<content:encoded><![CDATA[<p>I rather like their look- you&#8217;ve spent the game beating down on dark sunglasses-wearing cops and black-armored swat teams, and then you&#8217;re confronted with these people in outfits that are just plain functional- the hidden face, the taser, the body armor and face mask are all things that would actually be pretty handy to have yourself. No posing, no &#8220;stop or I&#8217;ll shoot&#8221;, they know your game and they just might be better at it than you.</p>
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		<title>
		By: The Poisoned Sponge		</title>
		<link>https://www.pentadact.com/2009-01-31-keeping-the-peace-in-mirrors-edge/#comment-46345</link>

		<dc:creator><![CDATA[The Poisoned Sponge]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 01:25:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=541#comment-46345</guid>

					<description><![CDATA[I wholeheartedly agree; Mirror&#039;s Edge should be all about the running away, not running through, or around, or anything to the police. Couple that with the ridiculous few sections where you&#039;re presented with a room that has a mechanism to get out of that you can&#039;t be disturbed doing and it just doesn&#039;t make sense. It&#039;s as though they had to appease the innate gamer bloodlust that we seem to have to have. Dice: in the future, please be braver. Half brave is good, but not great.]]></description>
			<content:encoded><![CDATA[<p>I wholeheartedly agree; Mirror&#8217;s Edge should be all about the running away, not running through, or around, or anything to the police. Couple that with the ridiculous few sections where you&#8217;re presented with a room that has a mechanism to get out of that you can&#8217;t be disturbed doing and it just doesn&#8217;t make sense. It&#8217;s as though they had to appease the innate gamer bloodlust that we seem to have to have. Dice: in the future, please be braver. Half brave is good, but not great.</p>
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