I'd really want this feature personally it might be the buy or no buy factor for me so if it took a bit longer to add it I suggest you do so because there is likely more people out there like me. Mainly just want to see the character more while I play but also I have a hard time playing first person games as it's harder to tell where my character actually is and well I'm just curious if this view will be a supported option or not.
#Mirrors edge third person Pc
Did you love it? Were you frustrated by what it provided? The comments are below. And if you haven’t played the game, you’ll find it available on Xbox, PlayStation and PC – with the Xbox Store holding the usual download for the former.I think the new character looks really cool and was wondering if this game will support 3rd person view for any of the game play. It’s held back by the pressure to conform, rather than trying to be genuinely different.īut let us know your thoughts in regards Mirror’s Edge Catalyst. But such a lavish production often comes with risk aversion and sadly Catalyst crumbles under this pressure. Lights will reflect off of Catalyst’s many structures made of glass. The city glows at nights and shines in the day. By all accounts it is beautiful, especially with its FPS Boost enhancements. The second game does not look like a cheap effort. Mirror’s Edge will likely never get a third try. What EA couldn’t get away with is forcing these nonsense mechanics into a game people loved for a very specific reason. Publishers can stitch industry trends into mainstream open-world, action/adventure titles and people will still buy them. It was a corporate mosaic, like many AAA games are, but it’s also not a broad appeal game. This might seem like a massive tangent but I’m really just trying to highlight what stopped Catalyst from even reaching a cult-classic status. But what’s the reason for its existence in Mirror’s Edge, or God of War, or Assassin’s Creed Valhalla? As the protagonist enjoys killing more, so will the player thanks to these cool new abilities they’re unlocking.
The skill tree is supposed to mimic that descent into insanity for the player. As the story went on the protagonist began to actually enjoy killing more and more. Far Cry 3 included a skill tree but there was a reason for it. I’m about to go on a rant but bear with me. It’s only in Catalyst because skill trees are in almost every other AAA game right now, and it’s why the homogenisation of blockbusters should be worrying. Grinding for XP in a Mirror’s Edge game doesn’t seem like it fits, right? That’s because it doesn’t.
Its XP and skill trees are another example of this. Its movement is magnitudes above any other AAA game, and yet, everything else in Catalyst feels like it is chasing industry trends. A keen eye could probably spot dozens of alternate ways around, under and off of obstacles. While the Runners Vision trail will guide you through the simplest ways to get to the destination, Catalyst’s world is set up for speedrunners to shave seconds off their runs. It’s hefty, it has momentum, it really challenges the player to know what they’re doing. Which is a shame, because at its core, Mirror’s Edge’s parkour is excellent. This means players can endlessly kick enemies into one another or the enemy AI will throw themselves off of rooftops like a badly choreographed student play. For some reason Faith’s main attack is susceptible to parries and counters but her directional kick isn’t. But Faith is also equipped with a kick that can change directions. Faith can swerve around enemies easily to dodge attacks, which always feels good. Mirror’s Edge Catalyst’s combat is also incredibly easy to cheese. In its current state, placing a marker and following the thin red strip across the city is the equivalent of having your horse auto-run to your destination in an Assassin’s Creed game that’s how mentally stimulating it gets. Wider level design and multiple routes through spaces would have made Catalyst a more engaging experience. This would not have been an issue if the game simply gave players more options to navigate these spaces themselves. I found myself retracing the same few routes repeatedly, to get back and forth between missions. While, in theory, an open-world would only benefit a game like Catalyst (free running across endless buildings in any direction sounds exhilarating), in practice Catalyst’s open-world feels static. As exciting as the series’ wall-running, sliding and jumping is, it can’t endure being stretched this thinly. Regardless of how you feel about this trend in general, it’s definitely a core design decision that wounded Mirror’s Edge Catalyst.