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Went on the lookout for some [???] games.
I guess I'm not too sure what to call these.
The first was probably defrag for Quake 3 [1], the most famous is probably Surf for Counter-Strike [2]. That's very active even today.
And many of these newer games also take heavy inspiration from Mirror's Edge.
I found it interesting that the former two require exploiting physics glitches and the latter was a pioneering game for designing movement-based challenges deliberately. Quake had level timers, but Mirror's Edge had a DLC map pack without a single enemy.

What would you call these games?

thread 👇 with my conclusions about the genre at the end
These are clearly inspired by Mirror's Edge

Glass Horizon looks less interesting to me, it's too much of a straight rip-off and it doesn't even look as good as the original. What are we doing here?

The second is Vholume and that tries to do its own thing. Looks a bit like SPRAWL, if you played that (if you haven't: don't) or brutalism in general. This is very much the modern canon interpretation of Mirror's Edge's aesthetics. Video essayists claim it is a "love letter to concrete" and this game tried to capture a RAW concrete look, "beton brut".Mechanically clearly very close too. Sounds phenomenal, too. I will play this.
Upcoming game Boost Vector leans into the ever popular "hot anime girls" aesthetic and it even has a #3 in there!
Will that help with critical mass? Who knows.
The effects are VERY in your face too, I wonder how much of that is just the trailer. This seems like a big departure from the clean and minimal aesthetics of Defrag, Surf, and ME.

Ambient DnB a third time. What is it with that genre and movement game autists? They really like it (myself included)

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@DrRyanSkelton I never felt that 3D sonic actually lent itself to fun, "smooth" high-speed gameplay, so this might be more correct than you intended.
It's an interesting space in game design, and so far many have tried, but none have succeeded, in catching this particular type of lightning in a bottle. So who knows if successful "movement mechanics" can even be introduced deliberately.
Perhaps looking at Titanfall would answer my question. People say that flows nicely, so I would be interested in how much of that was intentional.