Game Review The Amazing Action Game 'Mirror’s Edge Catalyst' - Elzed -

in #gaming7 years ago (edited)

Hey !

In 2008, when Mirror's Edge was released for the first time, it was a strange game that presented a new form of action, no weapons, nothing but running, jumping and directing strikes from taekwondo and karate. The game did not spread its wings but its fans loved it especially. So that Parkour became well known thanks to the Assassin's Creed series and thanks to this game.

DICE developers who worked throughout their life on Battlefield was surprised by them working on this game in the past is contrary to their interest and direction of the permanent studio game was not successful to this degree, but formed enough audience to wait for the new part in which the studio to provide the series differently and updated and make a series Reboot In one way or another and presenting the old part with a different perspective and a slightly different period of time. The Catalyst part played the childhood of Faith and the background of joining the resistance movement instead of putting you in action directly and there was the story of the heroine.

The game has changed from the linear game system in the old part to the open world, which dominated all the games today and became a common fashion, including the freedom of the player, including the provision of extra hours of exploration for the length of the game, of course there are other elements of this open world of major missions and side and explorations and the collection of pieces also The common form in the Open World Games is the scattered random missions of the map in the game.

Random tasks extend to the possibility of your industry through the work of speed racing tasks and design and participation for everyone to try after you is not fun all tasks repetitive and boring as well as the open world did not provide the added distinctive places are all similar to each other and often feel like I'm in workshops and do not explore the world is open here We wonder about the importance of this really added game!

The main tasks of the story itself are not duplicate and not bad, on the contrary are very good and there is no repetition in the side missions Introduction to the diversity of play and puzzles in how to return to the top or how to move from one place to another in one room are all enjoyable tasks are not boring and not play the game in the main missions, The drawback to the addition of lateral and random tasks to contain a lot of boring moments also The move around the world of the game was very boring and repetitive.

The skills improvement system or better interpersonal skills is achieved by combining the experience points by completing tasks or picking up the grid. Once you have these points, you will be able to open a new character skill, such as a combination that reduces the impact of the impact on the ground when jumping from a high place, Faith in the face of the enemies and their factions all affect your game and you will find that opening these skills is very required and can not be overlooked.

There are also interesting things in the game and were very enthusiastic moments of the use of new tools There are a lot of equipment in the game that can be used by Faith in the development of the movement in the game but unfortunately not used in many places, such as Garbling Hock, which allows you to swing or pull up mechanically Despite their existence, but the places of use and their moments did not have much space in the design of the stages and in the surrounding world.

Syntactic illiteracy in the game is one of the defective things and very weak Unfortunately, fighting with the different factions was not epic or difficult, so that the stupidity of virtual characters makes it easy for you to play You can pass by them or through them without being interrupted and it passes unnoticed or even you can ignore them and escape us To face and finish the task easily already the game depends on the run and escape, but the availability of the two modes of play will not hurt and raise the level of AI of the game was necessary Gaddafalhma in the game feel them Calompars in these films falling, which gives you heavy hit and fall of the game A disease above some of them and see the main character of the appearance of the forces very unchecked.

The game has used 60 frames on the console version to provide a fast and fast playing style to fit the scene, but this effect on the quality of the image and softening the edges is the worst that has been presented this generation on the console almost there is no final softening edges even raw materials Textures of very low quality without justification and the world The overall game is not spectacularly dramatic and does not even come close to it. It is quite mediocre in presenting the world around you and paying attention to unnecessary details. In the end, the outcome was very graphic and does not reflect the reputation of the Frostbite Engine for the DICE Developer Studio, which I expected to see Graphic f Not for the form of old categorize Ramastr game without distinctive additions and the development of good fees.

Even the details of the characters developed to focus only on the main character, even in the reflections we see the face of the distinctive character but details of the characters were not almost features and without the cinematic scenes of what we know their form completely do not know the justification here for the weakness of the game graphic and unable to provide quality in the scenes that preceded the release of the game or Even the scenes that explain the execution of the strikes inside the game there is a big difference between the supply of the fee and the previously displayed.

In contrast to the drawings, there were distinctive sounds. The development was intended to provide a distinctive ambient sound for the game with very good sounds for the environment such as the movement of feet and slippery, with all this mixing with the special sounds of the glass with this movement. It was very distinctive even with the scenes that rise in high buildings. Winds that rise louder to nowhere.


Representation and performance, whether animated in the scenes of cinema or even voice throughout the events of the game also good and gave feelings on the faces of the characters and the sense of the situation completely surrounding.

In the end the game with regard to the points of play and its system is very distinctive but all these additions to the open world and turn it into another game with an open world and random missions was not necessary also graphic poverty has the essence of the game in providing a special game and good missions we wish only the game is not issued these additions and commitment The studio directed all its efforts to provide a game with rich content for the main tasks and provide better fees as expected.

Final Evaluation

  • The Story - 8/10
  • Play Style - 8/10
  • Design stages - 7/10
  • Fees - 7/10
  • Evolution - 7/10
  • AI - 5/10

7.0 / 10

If you like my post upvote follow and resteem to get more games .. @Elzed 

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