The humble beginnings of what we know as an action game can be traced back to the platformer. Mario Brothers and alike trained us in the simple rhythm based, left to right progression model: Start to finish in only one line. Control inputs were limited to simple jump, duck, run, with an additional ‘fire' when earned. While the action game is older and technically matured (3D, polygons, etc.), there is a large contingency of gamers that still craves that simplicity. Mirror's edge is that blend of the new cool with the old fun.

As a human avatar, Faith, your objective is to platform across tops of the buildings, in subways, and through construction yards, using jump, duck, run and the occasional fire buttons when you earn a gun. While having that nostalgic formula, the permutations of controls allows for deep, engaging gameplay.


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The original Gears of War was a huge leap in game design. It was an almost perfect way of controlling a digital avatar in a 3D space while not sacrificing camera control or intensity. The bar has been raised for shooter controls and Gear of War will always be emulated. So how does Epic make an almost perfect shooter better? Well, essentially more of the same. What Gears of War 2 does is try to make the context of those tight controls feel more epic and more literary. Check on the former, not so much on the latter. Cogs vs Locust: Let the cubes of meat fly.


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