it just looks fun...I wonder how hard the controls will be. My big concern would be the length of the game (games like this tend to be short), but this looks awesome!
Mirror's Edge
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Re: Mirror's Edge
DICE kicks arse.I won't ask for Christmas or birthday gifts if you subscribe to the Operation Sports Newsletter (Not Just Another Roster Update). I write it, and it hits your inbox every Friday morning (for freeeeeee). We also have an official OS Discord you can now join.Comment
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Re: Mirror's Edge
This is an interview from back in March that I came across.
Multiplayer: Can you explain the game’s name?
O’Brien: The Mirror refers to the city, the city that’s a very unusual city. It’s a city of very tall gleaming skyscrapers and empty streets … Over the years people have been giving up more and more of their freedoms for this comfortable life, this utopia. But some people didn’t want to conform and they were pushed to the edge of society. They exist on the edge, which is where the mirror’s edge comes from.Multiplayer: I kept waiting for you to say the name of the city. Are you intentionally not naming it?
O’Brien: I’ve deliberately not named it, because it’s nowhere and it’s everywhere. It’s an amalgamation of lots of different cities. And it’s an amalgamation of lots of different things that are happening around the world.Multiplayer: What kind of issues have you guys run into in terms of disorientation and motion sickness or anything? That seems to be a risk with the design you’re taking.
O’Brien: My producer who was playing the game tonight suffers from — it’s actually called “Simulation Sickness.” Motion Sickness is something you actually get from motion. You have to be on a ship or something. … We’ve been very careful with that. Simulation sickness is when you get a difference between what you see and what you expect to see. So there are little things. Like the little bit of HUD [heads-up-display] that we have is a small reticule that gives you a focal point. If you take that out of the game, you do start to get ill. A bit like a ballerina doing pirouettes — if they focus on something, then they’re fine.
Also, the camera in our game does quite a lot of clever things. It’s simulating your eyes rather than your head. I think what a lot of people have done in the past is they’ve stuck a camera in the person’s head and they move around like robots….The field of view is very important. A lot of first-person games have a very claustrophobic point of view, usually to create tension or scares. We’ve got a very wide field of view which gives you much more peripheral view of the city. And you get much less disoriented.Multiplayer: Is that the visual design? No green?
O’Brien: Well, the visual design isn’t that we targeted green to take it out. The art direction grew out of the gameplay. We wanted to give people a sense of the world very quickly and move through it very quickly. We initially stripped out all of the colors and then just put in red [to guide people to objectives]. But we needed more colors to break it up and also [because] the colors tell you how healthy you are. The brighter they are the healthier you are. When you start to take damage they start to de-saturate. So we needed more colors in the world. But it’s a very restricted and deliberate use of strong primary colors and orange.
So we haven’t got an anti-green policy. We’re just not going down that route. We’re also trying not to look like every game out there. I wanted a game where I could look at a screenshot and say, “Hey, that’s ‘Mirror’s Edge.’” A lot of games are tending toward grim or grays and we wanted to avoid that.Go Noles!!! >>----->Comment
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Re: Mirror's Edge
Goodness, this game is gorgeous- this is exactly up my alley. I like games that push our conceptions of reality and just by looking at the art direction of the game, I can tell that's the way they're going. From the super-sterile city environment to the very bright colors, it seems they have intentionally created what many will, at first glance, think is the "perfect" city. I can't wait to see what dirt lies beneath that perfect facadeIt looks like it will have a V for Vendetta fight against corruption type story, which is ideal for this type of game.
I'm happy they used the UNREAL engine for this game instead of using their proprietary Battlefield engine. This game just keeps destroying the myth that using the Unreal engine forces conformity to games. Lost Odyssey used the engine perfectly as well.
If this trailer music is in the game, I'll almost certainly buy this game- if this is a preview of the rest of the score, I won't be able to resist. Video-game music is my kryptonite. I'm not a huge fan of DICE's other offerings (Battlefield and me don't jive) but this looks like a great title.Last edited by Spectre; 05-08-2008, 01:06 AM.
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Re: Mirror's Edge
If this trailer music is in the game, I'll almost certainly buy this game- if this is a preview of the rest of the score, I won't be able to resist. Video-game music is my kryptonite. I'm not a huge fan of DICE's other offerings (Battlefield and me don't jive) but this looks like a great title.
About the score: We’re in total control of the music for our game. We’re not having anything pushed upon us. Our sound designer, this fantastic guy called Magnus Ostergaard, he’s hand-picked the people he wanted to do the music. So every level, the music is custom designed for that particular level. We’ve got some pretty big music producers working on the theme for the game.Go Noles!!! >>----->Comment
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Re: Mirror's Edge
Vry interesting. I'm definitely keeping my eye on it.Rose City 'Til I Die
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Re: Mirror's Edge
Pretty pathetic, but I can't stop listening to the music from the trailer
It's sad how much music matters to me for games. I'm so hyped for this game and its my most anticipated game for the rest of the year.
November 11th can't get here soon enough! My birthday is on the 2nd, Gears comes out the day after and this a week afterLast edited by Spectre; 05-09-2008, 03:12 AM.
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Re: Mirror's Edge
New Preview and Interview
This generation of gaming is seemingly synonymous with first-person shooters and convoluted movie tie-ins. While some might be content with this, the rest of us have finally seen, in a midst of the grey and dark tones that there was room for a game that not only pushed the boundaries of gameplay, but also for graphics, too. Cue that games’ entrance; Mirror’s Edge, DICE’s latest foray into the world of fast-paced action with a twist.Go Noles!!! >>----->Comment
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Re: Mirror's Edge
I am very intrigued by the screenshots, trailer, and also the idea that it's 10-12 hours of gameplay...The game seems so fast in the vids, so that amount of gameplay is crazy cool if it's true.Nintendo Switch Friend Code: SW-7009-7102-8818Comment
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Re: Mirror's Edge
Eurogamer: Mirror's Edge Preview
Mirror's Edge isn't your typical videogame dystopia, and that's exactly the point. There's no rust, no rubble, and no legions of storm troopers running through shattered streets. Instead there's gleaming cleanliness, a spotless high-rise environment of shining steel and glass without a leaf out of place. This is an altogether different vision of hell - a sanitised and well-kept prison where the population have traded their personal freedom for crime-free streets, limitless supplies of sexy gymwear and a shoot-to-kill anti-littering policy. It's a world, you suspect, where somebody has made the trains run on time: a dystopia, then, but a subtle, believable one. That sly kind of thinking is the first sign that Mirror's Edge might be something special.Comment
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