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	<title>Comments on: Mirror&#8217;s Edge 30-Minute Shakycam</title>
	<atom:link href="http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/</link>
	<description></description>
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		<title>By: terry</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-2/#comment-75279</link>
		<dc:creator>terry</dc:creator>
		<pubDate>Mon, 04 Aug 2008 22:17:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-75279</guid>
		<description>I&#039;m not exactly inspired by this video - it is looking far too much like Bioshock on a roof.  I guess the exploratory aspect is barely visible in the video but the big red GO THIS WAY colouring reminds me of how Oblivion was ruined by the same sort of crap.  Give the player a reason to explore!</description>
		<content:encoded><![CDATA[<p>I&#8217;m not exactly inspired by this video &#8211; it is looking far too much like Bioshock on a roof.  I guess the exploratory aspect is barely visible in the video but the big red GO THIS WAY colouring reminds me of how Oblivion was ruined by the same sort of crap.  Give the player a reason to explore!</p>
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		<title>By: kenok</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-2/#comment-75240</link>
		<dc:creator>kenok</dc:creator>
		<pubDate>Mon, 04 Aug 2008 20:04:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-75240</guid>
		<description>&lt;blockquote&gt;My only complaints are related to the turning speed and the rather clunky and static combat posture due to the use of a gamepad. This will feel so much better with a mouse and keyboard.
/very optimistic&lt;/blockquote&gt;

Agreed.

The police are kinda dumb and stiff - where&#039;s the AI?</description>
		<content:encoded><![CDATA[<blockquote><p>My only complaints are related to the turning speed and the rather clunky and static combat posture due to the use of a gamepad. This will feel so much better with a mouse and keyboard.<br />
/very optimistic</p></blockquote>
<p>Agreed.</p>
<p>The police are kinda dumb and stiff &#8211; where&#8217;s the AI?</p>
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		<title>By: Saflo</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-2/#comment-75163</link>
		<dc:creator>Saflo</dc:creator>
		<pubDate>Mon, 04 Aug 2008 15:56:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-75163</guid>
		<description>Somebody recreated the Mirror&#039;s Edge demo level with Portal.

http://kotaku.com/5032592/mirrors-edge-vs-portal

God, I love video games.</description>
		<content:encoded><![CDATA[<p>Somebody recreated the Mirror&#8217;s Edge demo level with Portal.</p>
<p><a href="http://kotaku.com/5032592/mirrors-edge-vs-portal" rel="nofollow">http://kotaku.com/5032592/mirrors-edge-vs-portal</a></p>
<p>God, I love video games.</p>
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		<title>By: cyrenic</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-2/#comment-75145</link>
		<dc:creator>cyrenic</dc:creator>
		<pubDate>Mon, 04 Aug 2008 15:00:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-75145</guid>
		<description>That level reminds me of the silo/train sections of Half Life (you know, the boring parts that seem to stretch on forever).  The level they showed seemed ok enough, but if that&#039;s the bulk of the gameplay (instead of rooftop running) count me out.</description>
		<content:encoded><![CDATA[<p>That level reminds me of the silo/train sections of Half Life (you know, the boring parts that seem to stretch on forever).  The level they showed seemed ok enough, but if that&#8217;s the bulk of the gameplay (instead of rooftop running) count me out.</p>
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		<title>By: faelnor</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-75113</link>
		<dc:creator>faelnor</dc:creator>
		<pubDate>Mon, 04 Aug 2008 12:54:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-75113</guid>
		<description>My only complaints are related to the turning speed and the rather clunky and static combat posture due to the use of a gamepad. This will feel so much better with a mouse and keyboard.
/very optimistic</description>
		<content:encoded><![CDATA[<p>My only complaints are related to the turning speed and the rather clunky and static combat posture due to the use of a gamepad. This will feel so much better with a mouse and keyboard.<br />
/very optimistic</p>
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		<title>By: Muzman</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-75012</link>
		<dc:creator>Muzman</dc:creator>
		<pubDate>Mon, 04 Aug 2008 02:45:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-75012</guid>
		<description>(why, when they send people to do these things, do they never send anyone who knows how to turn auto focus and auto exposure off?)
This looks great all you whingeing bitches.  Looks even better when you see somebody play it rather than a demo where everything is done perfectly.  You get to see more of how interactive the game is;  can I try to run up any wall, grab on any ledge?  Yes.  That&#039;s cool.  This could be like Portal;  gradually introduce new way of thinking about space and movement  that people are gonna love playing with and miss in other games.
Yeah Prince of Persia etc.  Doing it well in first person and making it feel fairly natural is new and completely different, and very difficult I&#039;d imagine.  We&#039;ll see how it goes I guess.</description>
		<content:encoded><![CDATA[<p>(why, when they send people to do these things, do they never send anyone who knows how to turn auto focus and auto exposure off?)<br />
This looks great all you whingeing bitches.  Looks even better when you see somebody play it rather than a demo where everything is done perfectly.  You get to see more of how interactive the game is;  can I try to run up any wall, grab on any ledge?  Yes.  That&#8217;s cool.  This could be like Portal;  gradually introduce new way of thinking about space and movement  that people are gonna love playing with and miss in other games.<br />
Yeah Prince of Persia etc.  Doing it well in first person and making it feel fairly natural is new and completely different, and very difficult I&#8217;d imagine.  We&#8217;ll see how it goes I guess.</p>
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		<title>By: Saflo</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-75008</link>
		<dc:creator>Saflo</dc:creator>
		<pubDate>Mon, 04 Aug 2008 02:00:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-75008</guid>
		<description>It&#039;s a bright, colorful first-person game that focuses on running and jumping rather than gunplay. If it&#039;s not innovating, it&#039;s at least doing something different.</description>
		<content:encoded><![CDATA[<p>It&#8217;s a bright, colorful first-person game that focuses on running and jumping rather than gunplay. If it&#8217;s not innovating, it&#8217;s at least doing something different.</p>
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		<title>By: Gylfi</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-74998</link>
		<dc:creator>Gylfi</dc:creator>
		<pubDate>Mon, 04 Aug 2008 00:49:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-74998</guid>
		<description>Lemme get this straight. People actually said that they are trying to innovate? And jumping from platform to platform is innovation?

Are....you.... FRICKING kidding me?!?</description>
		<content:encoded><![CDATA[<p>Lemme get this straight. People actually said that they are trying to innovate? And jumping from platform to platform is innovation?</p>
<p>Are&#8230;.you&#8230;. FRICKING kidding me?!?</p>
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		<title>By: rocketman71</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-74985</link>
		<dc:creator>rocketman71</dc:creator>
		<pubDate>Sun, 03 Aug 2008 22:48:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-74985</guid>
		<description>Campus Party sucks</description>
		<content:encoded><![CDATA[<p>Campus Party sucks</p>
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		<title>By: Alex</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-74981</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Sun, 03 Aug 2008 22:11:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-74981</guid>
		<description>&lt;blockquote&gt;Having said that, I have noticed that some people playing games don’t seem to use the surround sound information at all. They don’t seem to process the data in such a way as to point them in the right direction. I wonder if different people interpret sounds differently?&lt;/blockquote&gt;

I think most people don&#039;t have surround sound systems in place (I don&#039;t, for one). So it&#039;s something a designer can&#039;t put too much gameplay emphasis on, it can only really be an add on, at the moment.</description>
		<content:encoded><![CDATA[<blockquote><p>Having said that, I have noticed that some people playing games don’t seem to use the surround sound information at all. They don’t seem to process the data in such a way as to point them in the right direction. I wonder if different people interpret sounds differently?</p></blockquote>
<p>I think most people don&#8217;t have surround sound systems in place (I don&#8217;t, for one). So it&#8217;s something a designer can&#8217;t put too much gameplay emphasis on, it can only really be an add on, at the moment.</p>
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		<title>By: Simon Jones</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-74975</link>
		<dc:creator>Simon Jones</dc:creator>
		<pubDate>Sun, 03 Aug 2008 21:23:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-74975</guid>
		<description>&quot;Yes but I find being shot and being unable to work out which direction you were shot from much more annoying. Why can’t we just use an action button to glance in important directions like when you’ve been shot&quot;

Surely this is what surround sound (or even just stereo) is for? A game with a decent sound system should provide more than enough information for knowing where a shot has come from. Add on additional clues like highlights around the edge of the frame pointing towards the general direction of the shot and it should be enough for players to work out using the information provided - which I&#039;d personally say is a more immersive route than a handy &#039;auto aim&#039; button.

Having said that, I have noticed that some people playing games don&#039;t seem to use the surround sound information at all. They don&#039;t seem to process the data in such a way as to point them in the right direction. I wonder if different people interpret sounds differently? A bit like some people get motion sickness in FPS games really easily, while others don&#039;t?

Neck movement is trickier...while standing still you have full neck movement in Riddick and Dark Messiah, but pressing forwards always results in the character moving in the direction of the camera. There&#039;s no looking around while moving, in other words, without using strafing etc. I&#039;m not sure how else you could do it while still using the keyboard/mouse combo. Maybe a new control system altogether is needed.</description>
		<content:encoded><![CDATA[<p>&#8220;Yes but I find being shot and being unable to work out which direction you were shot from much more annoying. Why can’t we just use an action button to glance in important directions like when you’ve been shot&#8221;</p>
<p>Surely this is what surround sound (or even just stereo) is for? A game with a decent sound system should provide more than enough information for knowing where a shot has come from. Add on additional clues like highlights around the edge of the frame pointing towards the general direction of the shot and it should be enough for players to work out using the information provided &#8211; which I&#8217;d personally say is a more immersive route than a handy &#8216;auto aim&#8217; button.</p>
<p>Having said that, I have noticed that some people playing games don&#8217;t seem to use the surround sound information at all. They don&#8217;t seem to process the data in such a way as to point them in the right direction. I wonder if different people interpret sounds differently? A bit like some people get motion sickness in FPS games really easily, while others don&#8217;t?</p>
<p>Neck movement is trickier&#8230;while standing still you have full neck movement in Riddick and Dark Messiah, but pressing forwards always results in the character moving in the direction of the camera. There&#8217;s no looking around while moving, in other words, without using strafing etc. I&#8217;m not sure how else you could do it while still using the keyboard/mouse combo. Maybe a new control system altogether is needed.</p>
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		<title>By: spd from Russia</title>
		<link>http://www.rockpapershotgun.com/2008/08/03/mirrors-edge-30-minute-shakycam/comment-page-1/#comment-74972</link>
		<dc:creator>spd from Russia</dc:creator>
		<pubDate>Sun, 03 Aug 2008 21:17:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2233#comment-74972</guid>
		<description>Aubrey : Ill make my mind only when I try this game myself :)  Maybe it will play as good as it looks!</description>
		<content:encoded><![CDATA[<p>Aubrey : Ill make my mind only when I try this game myself :)  Maybe it will play as good as it looks!</p>
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