Mirror's Edge

There is 1 reply in this Thread. The last Post () by Michael Webber.

  • It's just copied from Wikipedia, but I think it'll be a really nice game and am really looking forward to the release.



    Mirror's Edge is an upcoming first-person action-adventure video game that is being developed by EA Digital Illusions CE (DICE) for PlayStation 3, Xbox 360, and Windows-based PCs. The game will be released on these platforms simultaneously in late 2008.


    The game was announced by Electronic Arts on July 10, 2007 and will be powered by the Unreal Engine 3 with the addition of a new lighting solution, developed by DICE. The game has a realistic, brightly-coloured style and differs from other first-person perspective video games in allowing for a wider range of actionssuch as sliding under barriers, tumbling, wall-running, and shimmying across ledgesand greater freedom of movement, in having no HUD, and in allowing the legs, arms, and torso of the character to be visible on-screen.


    The game is set in a conformist dystopia in which communication is heavily monitored by a totalitarian regime, and so a network of runners, including the main character, Faith, are used to transmit messages while evading government surveillance.


    [size=4]Gameplay[/size]
    Mirror's Edge aims to "convey the strain and physical contact with the environment," according to senior producer Owen O'Brien, and to instill a freedom of movement not yet seen in the first-person genre. This is achieved not only with moves inspired by parkour and free running, but also by tying camera movement more closely with character movement, such that the rate at which the camera bobs up an down increases as Faith builds up speed while running and the camera spins when she somersaults. Also, the arms, legs, and even torso at times are prominent and their visibility is used to convey movement and momentum, such that Faith's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.



    Mirror's Edge features a "true" first-person view and hand-to-hand combat.


    With such a heavy focus on movement, it is imperative to maintain momentum, which is done by an uninterrupted, fluid flow of actions, creating a chain of moves. Failing to string these moves together results in a loss of momentum, which can mean that Faith falls off or short of an object if a certain level of momentum is required to traverse it. Controls are simplified by being context-sensitive; the "up" button will cause Faith to traverse an obstacle by passing over itfor example, by jumping, vaulting, climbing, or grabbing set pieces like zip lineswhile the "down" button will cause her to perform other manoeuvres like slides or somersaults.


    In order to assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which derives its name from its purpose: to depict the environment the way a runner would see it, instantly recognising escape routes. It is a highlighting system that emphasises environmental pieces useful for progressionlike pipes, ramps, and enterable doorswith the colour red as Faith approaches, though it does not always indicate the best route. Further along in the game, the number of these visual hints is reduced to only indicate the end goal, though the player can opt to turn off this hint system entirely. It will also be used to create puzzles in which the player must figure out how to combine the highlighted set pieces into a chain of moves in order to reach the target. Another means of assistance to the player is a system called "Reaction Time", which is a form of bullet time that allows the player time to plan where to go next without losing momentum.



    Runner Vision highlights environmental pieces in red, indicating where to go next.


    Although the player character can hold weapons, O'Brien stressed that "this is an action adventure. We're not positioning this as a shooter - the focus isn't on the gun, it's on the person." Gameplay in Mirror's Edge will focus on finding the best route through the game's environments while combat takes a secondary role. Consequently, guns may be obtained by disarming an enemy, but when the magazine is empty, it will need to be discarded. Additionally, carrying a weapon slows Faith down and the heavier the gun, the more it hinders her movement, which introduces an element of strategy in determining when to trade agility for short-term firepower.



    Mirror's Edge is set in a gleaming, clean city.


    And here's a trailer
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