<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[What Mirror&#8217;s Edge Catalyst should have learned from Burnout&nbsp;Paradise]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><img src="http://ift.tt/28Nekds" title="What Mirror's Edge Catalyst should have learned from Burnout Paradise | Polygon"></p>
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<p>How does a game benefit from adding an open world?</p>
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<p>The latest episode of the Game Makers Toolkit, which you can watch above, digs deep into the design of <i><a class="sbn-auto-link" href="http://ift.tt/1GQ3ICH">Mirror&#8217;s Edge Catalyst</a></i> and explains why the addition of the open world was a bit of a miss. Specifically, the video brings up the superior design and implementation of an open world in <i><a class="sbn-auto-link" href="http://ift.tt/1Od9zGS">Burnout Paradise</a> </i>as a way to critique what <i><a class="sbn-auto-link" href="http://ift.tt/1orIrci">Mirror&#8217;s Edge</a></i> does poorly.</p>
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<p>After watching the video, it&#8217;s fascinating to think about how games are improved by open worlds, and what we expect from those worlds.<i> Mirror&#8217;s Edge Catalyst</i> is a fun game, but the video does a great job of explaining why it doesn&#8217;t quite all cohere.</p>
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<p>If you&#8217;re curious about the game, and you can <a href="http://ift.tt/25lUwUm" target="_blank">read our cover story</a>, <a href="http://ift.tt/25HGngV" target="_blank">our review</a>, or watch a chunk of gameplay below.</p>
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<p><em>Source: <a style="text-decoration:none;" href="http://ift.tt/28LMVYm">Polygon &#8211;  Xbox One</a></em></p>
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