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ASSASIN'S CREED 2 FOOTAGE!

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Battlefield bad company beta details

Sun Mar 23, 2008 1:11 pm by Admin

March 20, 2008 - There's a multiplayer beta for Battlefield: Bad Company
on the way. Interested? Of course you are. This will be your chance to
give the Frostbite engine and its massively …

Enemy territory: Quake Wars Preview

Thu Mar 20, 2008 9:19 pm by Admin

March 20, 2008 - Wolfenstein 3D, Doom and Quake.
Three consecutive releases for a company, three unique intellectual
properties, and each will benchmark in the history of the first-person
shooter …

Call of Duty 4 Map Pack

Tue Mar 18, 2008 5:31 am by Admin

March 17, 2008 - In November of 2007 the gaming industry was formally introduced to the fourth installment in one of the most popular first-person franchises of the last decade. The hype train had …

Mass Effect: Bring Down the Sky Impressions (DLC)

Mon Mar 17, 2008 4:30 am by Admin

March 10, 2008 - BioWare released the first round of downloadable content for Mass Effect
today, so we hopped in the Normandy to check out the newest edition to
the galaxy, a nondescript hunk of …


    Mirror's Edge

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    Number of posts : 501
    Age : 37
    Personalized field : Favourite games
    Personalized field : BioShock
    Personalized field : Ace Combat 6: Fires of Liberation
    Registration date : 2008-02-16

    Mirror's Edge Empty Mirror's Edge

    Post by Admin Tue Mar 11, 2008 1:57 am

    February 29, 2008 - The cliché of delivering an
    "open-world" game is something that developers have been touting since
    the last generation of consoles. Giving players a massive sandbox to
    roam around in is certainly a fad of today's market, but that alone
    isn't enough to satiate the appetites of those who have been playing
    the Grand Theft Auto series over the last several years. Mirror's Edge,
    from DICE the creators of the celebrated Battlefield series, presents
    players with a familiar setting. There's a giant city, you can go
    anywhere, leaping your way up and across the face of buildings,
    scaffolds, and generally anywhere that you can see. The twist? It's all
    delivered through one of the most active first-person displays that
    we've ever seen.

    During this year's GDC we were given a peak into the world of Mirror's
    Edge to see what DICE has in store for those who doubt their ability to
    concoct a story-driven open-world action/adventure game. As we said,
    the biggest difference between Mirror's and the rest of the field is
    the fact that it's delivered through a first-person perspective.
    Obviously this presents some difficulties to the development team
    beyond the usual hurdles with a standard first-person title.

    Mirror's Edge Mirrors-edge-20080228045955628-000
    Don't look down. You looked down!


    As soon as our demo fired up we were greeted with a shot of who we were
    later told was Faith. She's the main character of the story and
    everything within Mirror's Edge will be seen through her eyes. The
    story follows Faith as she tries to clear her sister's name as she was
    framed by the menacing, totalitarian government that rules the region
    with an iron fist. Guiding Faith along her way is Mercury. Right now we
    just know him as Mirror's Edge's answer to Cortana, but we're guessing
    the character will get fleshed out later down the line.

    Though the story has plenty of promise, it's the gameplay that was the
    most intriguing aspect. Unlike most first-person games the camera is
    actually fairly free-flowing. Not in the sense that you can rotate it
    anywhere you like, any game can do that. Instead the camera in Mirror's
    Edge flows with your movement much more than any game we've seen. As
    Faith stood atop a skyscraper gazing out across the massive, as yet
    nameless, metropolis the camera panned to reveal an incredible
    infrastructure, all of which will surely be traversed at one point or
    another. As Faith began to move the camera bobbed with her steps, just
    as other games have done but it's when she picked up speed when things
    changed.

    Mirror's Edge Mirrors-edge-20080228045947206-000
    High kick.


    As she entered into her sprint the camera started moving just as your
    head would, bobbing feverishly around the screen. Not to the point of
    feeling chaotic or disorganized, but just enough to make it feel like
    you're actually sprinting. Then it came time to clear a gap between the
    starting rooftop and an adjacent building. Faith sprinted to the edge
    and then vaulted into the air, the camera moved around, showing her
    legs kicking in mid-air, arms flailing as if to sell the feeling of
    being hundreds of feet above the ground. I totally bought it.

    The team at DICE continued to hammer home the point during their
    presentation that the feeling of momentum and fluid movement was very
    important to the gameplay dynamic within Mirror's Edge.
    As Faith made her landing on the adjoining rooftop she immediately
    sprinted toward a fence, vaulted it, slid under a set of pips and then
    began traversing a thin metal pipe to yet another building. It all felt
    like one continuous movement, similar to cycling between pieces of
    cover in Gears of War only a bit more natural.

    The combat – yes, there is fighting in Mirror's Edge – that we saw was
    hand-to-hand though EA says there will be a wide range of weapons too.
    The action sequence in our demo featured a guard standing on a rooftop.
    Faith sprinted up to him and in one sequence of kicks and leg sweeps
    the guard found himself planted on the ground. There will be gunplay as
    well, though. Faith can snag the weapons of her victims and use them
    for her own benefit, but once the ammo on that gun is depleted she
    needs to find a new means to bring the pain.

    Mirror's Edge Mirrors-edge-20080228045953003-000
    The city.


    To help Faith in her quest Mirror's Edge gives players the classic
    combat technique of bullet time, known as reaction time here. We didn't
    get to see it in action, but it will be there in the final version.
    Also working alongside our fearless heroine is a simple highlighting
    system that points out objects in the surroundings that Faith can use.
    It's nothing too obtrusive, just a red aura that emanates from certain
    environmental pieces. I'm hoping that only story-related objects (those
    needed to progress) are highlighted so that the game's metropolis stays
    as open as possible for crazy climbing antics.

    All of these actions and fluidity of movement couldn't be pulled off
    with an overly complex control scheme. Luckily for us, we weren't the
    only ones to realize that fact. DICE mapped two essential actions to
    two buttons. There's an up button which is used for climbing, and
    there's a down button which is used to slide under low objects. This
    allows for Faith's graceful movements to shine through a bit more than
    they would elsewhere where players would need to roll, jump, get into
    cover, and duck all with separate button presses.

    Mirror's Edge Mirrors-edge-20080228045950112-000
    Zipline.


    What little gameplay we saw within the world of Mirror's Edge looked
    very promising. That having been said, there were still plenty of
    issues to be ironed out before the end of the year rolls around (EA is
    standing firm that the game will have a 2008 release). The framerate
    hitched like crazy when the camera panned around the city and the few
    areas that we saw showed their relative immaturity. Nevertheless, the
    foundation is there for one hell of a wild ride.

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