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Mirror's Edge Sequel On Hold 109

An anonymous reader tips news that Electronic Arts has rejected DICE's pitch for Mirror's Edge 2, halting development on the sequel to 2008's Parkour-inspired first-person action game. "'Patrick [Soderlund - EA driving and shooting game boss] acknowledges that Mirror's Edge didn't match up to their expectations regarding sales, and that has stopped the sequel that has been in development,' declared the report, published originally in December. EA was shown a prototype, but declined with askance. The project has been stopped — involved parties at DICE are working on something else now. Patrick himself seems to have Mirror's Edge near his heart, but they are not in the business of charity.' Presumably the extra development is going into Battlefield 3 — EA's well publicized attempt at wrestling shooter supremacy from the Call of Duty series."
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Mirror's Edge Sequel On Hold

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  • by billcopc ( 196330 ) <vrillco@yahoo.com> on Tuesday February 15, 2011 @01:15PM (#35211636) Homepage

    I had that feeling of disorientation in the beginning, where the sequence of events seemed totally random and idiotic. Then it clicked in my head, as if I suddenly gained the ability to instantly scan an area and piece together an escape route. The game is designed for you to race through, so by necessity there is a certain flow that must be maintained.

    The problem is at first, I had also just finished playing the ludicriously violent Stranglehold. I thought Mirror's Edge was an art-house FPS, so I was thinking in FPS mode. I'd automatically look for cover, try to anticipate where dozens of bad guys might storm out, and they never came. Once I got out of that rut, and accepted the fact that, most of the time, I'd be free to roam the rooftops like a suicidal gazelle, I started thinking in terms of "can I make that jump" and "where does that zip line go". When a baddie showed up, rather than whip out the gun and go for the headshot, my thought was "hey fuck off you're blocking my ladder".

    A sequel would have allowed DICE to expand on this concept, address some of the flaws (game length), add some ground-level urban maps to "bring it home" so to speak, maybe an option to remove all the shooters making it more of a zen experience. That said, it is clearly not in line with EA's nihilistic capitalism. If it can't sell 10 million copies and three expansions, it ain't worth EA's time.

The Tao is like a glob pattern: used but never used up. It is like the extern void: filled with infinite possibilities.

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