By Jim Rossignol on August 21st, 2008 at 8:54 am.
Are we over-exposed yet? The Leipzig trailer shows the “dodge the snipers” tunnel section that we’ve already had a couple of looks at. Still, it’s more Mirror’s Edge, and tantalising for it.
Dice, Electronic Arts, Mirror's Edge.
39 Comments »
21/08/2008 at 09:00
Still looks like it could be fun. Weird.
It also looks maddeningly hard.
21/08/2008 at 09:02
This just in: Mirror’s Edge actually plays nice. Only tried PS3 version in Leipzig (no mouse and keyboard) but all my concerns about the controls are gone. Only bad thing about it: Couldn’t play any shooter at the GDC after it, because I didn’t want to go back to pushing guns through buildings. Mirror’s Edge just feels much more immersive than any other first person game I’ve ever played.
Also: Clear Sky looks and plays better than Far Cry 2. Best Game of Show: the new Red Faction. Seriously, any game where jumping over an obstacle takes more time than just destroying it with your sledgehammer and running through the rubble is awesome in my book.
21/08/2008 at 09:20
You know, it’s rare for a gameplay trailer to get the blood-pumping, but I was surprised to find myself completely taken by the thrilling pace of the thing.
21/08/2008 at 09:26
I’m very sceptical about this game. Seems like one of those things you have to try before forming any opinion. For this one game, I’ve probably already felt the whole gamut of feelings I can feel for a game: enthusiasm, scepticism , disappointment… So, yeah, I hope there will be a demo.
21/08/2008 at 09:33
Lars BR says:
I wonder how many play throughs it takes to complete the level that fluently. Note that she never stops to orient herself.
21/08/2008 at 09:39
I agree with Albides.
I look forward to reading my first internet story where somebody says, “So yeah, I died because I saw the red sniper beam and ran towards it because I thought it was the way to go” only to be met with an undignified chorus of “TURN OFF THE EASY SETTIGNS NUB LOL”
21/08/2008 at 09:42
This game is the culmination of everything I have ever wanted to see in an FPS. Unless this gets a sloppy port from console I do not doubt it will be one of my favourite games ever.
21/08/2008 at 09:44
@Lars BR: Though I didn’t play that level, but a longer version of the rooftop level we’ve all seen countless times now, I have to say, that orienting in Mirror’s Edge is made really easy by the “red trail”. I rarely had to stop and reorient myself and even then only because I botched a jump and landed on a leadge below the point I wanted to reach.
It should also be noted, that the red marked path isn’t the only one you can take through the level, in many cases you have other options to cross an obstacle as well, often these options will get you to your goal faster and smoother than the red path, which should be great for replayabilty.
I guess you won’t be able to play the level in the video as smoothly and fluently on your first try, but neither will you wander around aimlessly, wondering where you need to go next.
But here’s the thing: Having played through the demo level once, I immediately wanted to try it again, to improve my performance. I don’t know about other people, but I think that I’m going to play through every level quite a few times, in order to get a perfect run-through.
It’s hard to explain, but the feeling of satisfaction you get from crossing a bunch of obstacles without breaking your stride is just great.
I guess the demonstrator did play that level quite often to complete it so fluently, but I also guess that he enjoyed it every time.
21/08/2008 at 09:55
Looks like Portal (puzzle fps sorta), but more boring and less funny.
21/08/2008 at 10:00
The last trailer I saw was this level, but obviously performed by someone who’d not seen it before, I think it took them closer to 15 minutes rather than the 3 minutes it takes the expert, looks a lot more impressive as well.
21/08/2008 at 10:13
“It’s hard to explain, but the feeling of satisfaction you get from crossing a bunch of obstacles without breaking your stride is just great.
For me, that was what made the Dahaka sections of Prince of Persia: Warrior Within the best parts of the game. The obstacles were all ones you’d seen before in some form but the knowledge that a slip could lead to the Dahaka getting you made you look ahead and plan how to get past chasms and obstacles even while you were still overcoming ones.
I expect Mirror’s Edge to not only satisfy the same need, but to take that need out for a slap-up steak dinner and really show it a good time.
21/08/2008 at 10:14
Please be good.
Oh, PLEASE be good.
21/08/2008 at 10:24
Heh, this trailer was really exciting just to watch! It’s not too many games you can say that to. And certainly not many FPS games.
And completely agree to Ians comment – those Dahaka sections surely was something.
21/08/2008 at 10:42
Okami, do you know whether there’s an option to turn off the red path altogether? In other words, I’d like to try and figure out how to navigate the environment entirely by myself. The red path reminds of those “quest arrows” you see on some games, which takes away a gameplay element I enjoy.
21/08/2008 at 10:57
Half Broken Glass says:
I have no idea what the are you people talking about. This was boring as hell. The track is heart-breakingly linear(Good call for a game based on a sport which is all about freedom of movement – also makes me wonder why they even bother with color-coding it which, by the way, is very immersion-breaking) and the snipers are a joke, false threat to get a cheap thrill out of the player. Combine this with lame-ass environment and… are you sure it’s not by Valve?
21/08/2008 at 11:08
Jim Rossignol says:
Caiman: Apparently you can turn off the redpath signposting.
21/08/2008 at 11:10
Little Green Man says:
Caiman: In a previous video the player turned off the red path signposting thing in the options. That video is of the same bit.
Grr Rossignol beating my post… Now I just need his address so I can hunt him down and murder him while he squeals like a little piggy. uhh… *Hangs head in shame*
21/08/2008 at 11:12
James T says:
Could be quite fun once you know the route and it becomes a matter of procedure; that’s not ideal, but it has some merit — I can still enjoy Super Mario or Splinter Cell or Ravenholm once I know the stages offhand. Haven’t seen any real ‘alternative paths’ yet, but then, we’ve only seen, what, three locations, so it’s early days yet. I’m honestly not excited, but it could be a chuckle.
21/08/2008 at 11:16
Brother None says:
I still love what a monumentally bad idea Mirror’s Edge seems to be based on. Seriously, how do you pitch something like that to a publisher, especially as it was intended to include not shooting action (and it still seems to only support the main run and jump gameplay)
The linearity is worrying. Jim mentions it can be turned off, true, but are all items I can see in the playing field fully interactive, or is it still programmed to follow the red path even if it’s not visible? How open is the world, how much can I actually run and jump wherever I want? It looks like a fun game, but if it is as mapped as it looks, it’ll hurt its fun factor.
21/08/2008 at 11:48
I felt the same thing. I think it’s the breathing noises. It’s the same way the constantly-quickening “heartbeat” noise in Asteroids gets your heart sympathetically beating faster in response.
21/08/2008 at 11:51
Just when I thought my DO WANT for this game couldn’t get any bigger… Watching the videos I always get the feeling this is a game I’ve been waiting for for ages without realising it.
21/08/2008 at 12:40
@ Half Broken Glass:
You call that a troll? in my day we had….etc.
Must Try Harder.
21/08/2008 at 14:20
21/08/2008 at 14:24
It’s *such* a shame that despite breaking new ground in many ways, this game falls back to the disembodied-radio-narrator to develop its story and lead the player through the game. I’ve got such mixed feelings about the game; it’s awesome in many ways, but seems very poor in others…
21/08/2008 at 14:42
Matt N says:
The chief concern I have about Mirror’s edge is length. In that 7 min of footage they cover a lot of ground. The game’s whole emphasis is on speed and momentum, which means that for it to have any sort of longevity the developers will have to have made an astounding amount of assets for it.
21/08/2008 at 15:18
I adore vertical level design. This looks like it’ll be easy to learn and difficult to master, which is great.
21/08/2008 at 16:09
After seeing the video I am more unsure about this game. I liked the look of the clean metropolis of the previous footage and this is … er… I was half thinking that the video was some Halflife 2 mod and there would be a hilarious LOLCATS FOO APRIL 1ST NEVER FORGET ending.
21/08/2008 at 16:27
You know, for a Parkour badass, she sure climbs ladders goofy…
…is there an option to have a chickee give me the level instructions, like on my GPS?
21/08/2008 at 16:37
I just love the movement in this game. The way the head/viewpoint moves in concert with what your feet and arms are doing, when you sprint you really feel the acceleration. Vey cool. If that carries over to the controls it’s already a winner. Sure, if the levels don’t follow through it won’t be up to much, but its one of the few instances where people have really cared about that stuff since the FPS was invented.
I still wanna know if you have to balance yourself though.
21/08/2008 at 16:42
That lady must be wearing spiderman slippers!
21/08/2008 at 18:45
Least interesting environment so far in my opinion. Nevertheless, watching this while listening to 7/4 Shoreline gave me chills so I’m feeling pretty positive.
21/08/2008 at 19:04
So many games owe the Prince of Persia series so much. No wonder they’re revered amongst devs. If you pay close attention even Valve pays homage in a number of ways (audio and level design).
This game looks freakin’ awesome, but I hope it’s not too short, as someone further up pointed out, you do cover an lot of ground very quickly. However the level design’s not so much about superfluous details as it is grand open spaces, so I’d imagine it’s quicker (in the loosest sense of the word) to create levels for this game because you’re not spending large amounts of time filling in tiny little details because the player will be spending so little time in the same spot.
And I hope they mix it up a little as well – more than just different environments requiring different manoeuvres. But I think Keiron’s right when he says I might be getting a little to close to a “if only we could talk to them” stance.
21/08/2008 at 19:25
Looks fantastic! I especially loved the breathing, and how it got faster as she ran faster. It’s the little things that add to the atmosphere.
22/08/2008 at 00:22
It looks a lot better when the player isn’t dying, I must admit
22/08/2008 at 01:33
“It’s *such* a shame that despite breaking new ground in many ways, this game falls back to the disembodied-radio-narrator to develop its story and lead the player through the game.”
22/08/2008 at 14:15
It seems so obvious that after Mirror’s Edge every developer will use its new movement dynamics for the FPS genre.
It’s just a stroke of luck that this is FINALLY happening, because everything was so awfully uninnovative.
DICE must be praised forever for this.
22/08/2008 at 17:51
Just finished Dark Messiah, and this looks like an evolution of what Arkane has already done. Yeah DM has a horribly generic story, but the melee combat is incredibly kinetic and smooth.
I’m officially excited about Mirror’s Edge.
23/08/2008 at 16:00
The linearity is worrying. Jim mentions it can be turned off, true, but are all items I can see in the playing field fully interactive, or is it still programmed to follow the red path even if it’s not visible?
If you pay attention to this video, there’s couple moments where the player actually deviates from suggested red path and uses regular walls/extra momentum to take shortcuts rather than follow the easiest route.
25/08/2008 at 16:31
Great-looking footage. I’m still having high hopes for this game.
Skill based high scoring FPS action
Can't keep Quiet
Pew pew pew pew.
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