So what's the deal with this game? Is it a large, open-ended game with a "go where you choose" environment?
It'd suck if there were levels or only small areas you can explore at a time.
4. How much focus will the concept of free roaming have? Do we get to run around wherever we want on the rooftops or are we somehow restricted to specific levels?
There seems to be some confusion about this - this is not a free-roaming game – and I think it is a better game for that. We have a story-driven action game and we want you to experience the story. There are however multiple ways of tackling every level whether it is the routes you take or the combat style you adopt. Also the type of movement we have in the game turns almost any area into a mini-sandbox. You will not feel restricted in the game.
source: http://www.on-mirrors-edge.com/index.php?option=com_content&task=view&id=24&Itemid=2Also:
"A journalist friend of mine was there....unfortunately i wasnt
but i asked him about him in detail and here's what he told me
Saner wrote:
2. what was the level like? was it really a complete level? how long and
diverse did it feel? how was its design? did it appear like there was multiple
ways to advance in the level?
it was a complete level....there are multiple ways to get across but it is by no means a sandbox.....its pretty linear but its not the kinda game that u even have the time to explore.....u just have to move move move
Saner wrote:
3. how many enemies were in the level? were they chasing the player?
where they using any weapons?
dunno how many were there but they do shoot at you
Saner wrote:
6. how was the camera and the full body immersion? did you notice
any details about how immersive it is and still being able to tell
what you're doing at any given moment? any noticable shadow effects?
did you see the full body (torso, arms, legs, feet), or just the legs, arms
and feet? did the body animate/flow naturally between actions?
did you also notice Faith's carrying case (orange pack) during the gameplay?
does it have any physics built into it? is it possible to drop it after a
bad fall or something? was the whole demonstration completely first person view
for all events and actions?
your head bobs around the faster you run but it is not so much that it puts u off or disorients you...the aim is actually to get across really fast but u need to build speed over time and its not instant....but as you get faster you see your legs below and your arms pumping harder...the animations between running, jumping etc are seamless....when your on a beam the camera automatically looks down and you can feel your heartbeat racing and the heights are dizzying....it was all first person and when you miss a jump you do fall down and its supposed to look very realistic and scary....if u get shot you feel the impact on that side of your body affect your momentum and if youre running, it will substantially slow you down.
Saner wrote:
8. did you see any melee combat? what was it like? what moves did you
see? mainly kicks? any punches? any grappling/submission moves involved?
any judo-like reversals?
most of the combat is hand to hand and there are martial arts involved....there is a gun but the attempt it to make it as a last resort and the importance is more on hand to hand combat
Saner wrote:
9. did the player fall at all? how was the momentum of starting and increasing
the speed of running? how did slowing down/stopping appear?
i explained this above
Saner wrote:
11. did the player receive any damage? any indicators that signal the player
about the damage? red screen or something? any idea how much damage
they can take?
player does receive damage but i dont know if there is any damage indicator....but there is no HUD or crosshair
it feels kinda strange to be giving you second hand impressions but i was so excited about the game that i asked him everything that crossed my mind....but after reading your questions, obviously i didn't ask enough lol
hope that helped
peace"
Source:
http://www.on-mirrors-edge.com/forums/viewtopic.php?id=222