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	<title>Comments on: Mirror&#8217;s Edge: Leipzig Trailer</title>
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	<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/</link>
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		<title>By: Hmm-hmm.</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-81720</link>
		<dc:creator>Hmm-hmm.</dc:creator>
		<pubDate>Mon, 25 Aug 2008 15:31:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-81720</guid>
		<description>Great-looking footage. I&#039;m still having high hopes for this game.</description>
		<content:encoded><![CDATA[<p>Great-looking footage. I&#8217;m still having high hopes for this game.</p>
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		<title>By: tmp</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-81286</link>
		<dc:creator>tmp</dc:creator>
		<pubDate>Sat, 23 Aug 2008 15:00:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-81286</guid>
		<description>&lt;blockquote&gt;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?&lt;/blockquote&gt;
If you pay attention to this video, there&#039;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.</description>
		<content:encoded><![CDATA[<blockquote><p>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?</p></blockquote>
<p>If you pay attention to this video, there&#8217;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.</p>
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		<title>By: Deuteronomy</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-81063</link>
		<dc:creator>Deuteronomy</dc:creator>
		<pubDate>Fri, 22 Aug 2008 16:51:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-81063</guid>
		<description>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&#039;m officially excited about Mirror&#039;s Edge.</description>
		<content:encoded><![CDATA[<p>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.</p>
<p>I&#8217;m officially excited about Mirror&#8217;s Edge.</p>
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		<title>By: masayume</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80975</link>
		<dc:creator>masayume</dc:creator>
		<pubDate>Fri, 22 Aug 2008 13:15:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80975</guid>
		<description>It seems so obvious that after Mirror&#039;s Edge every developer will use its new movement dynamics for the FPS genre.
It&#039;s just a stroke of luck that this is FINALLY happening, because everything was so awfully uninnovative.
DICE must be praised forever for this.</description>
		<content:encoded><![CDATA[<p>It seems so obvious that after Mirror&#8217;s Edge every developer will use its new movement dynamics for the FPS genre.<br />
It&#8217;s just a stroke of luck that this is FINALLY happening, because everything was so awfully uninnovative.<br />
DICE must be praised forever for this.</p>
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		<title>By: Mman</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80767</link>
		<dc:creator>Mman</dc:creator>
		<pubDate>Fri, 22 Aug 2008 00:33:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80767</guid>
		<description>&quot;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.&quot;

Portal.</description>
		<content:encoded><![CDATA[<p>&#8220;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.&#8221;</p>
<p>Portal.</p>
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		<title>By: Frank</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80742</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Thu, 21 Aug 2008 23:22:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80742</guid>
		<description>It looks a lot better when the player isn&#039;t dying, I must admit</description>
		<content:encoded><![CDATA[<p>It looks a lot better when the player isn&#8217;t dying, I must admit</p>
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		<title>By: Mo</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80612</link>
		<dc:creator>Mo</dc:creator>
		<pubDate>Thu, 21 Aug 2008 18:25:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80612</guid>
		<description>Looks fantastic! I especially loved the breathing, and how it got faster as she ran faster. It&#039;s the little things that add to the atmosphere.</description>
		<content:encoded><![CDATA[<p>Looks fantastic! I especially loved the breathing, and how it got faster as she ran faster. It&#8217;s the little things that add to the atmosphere.</p>
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		<title>By: Tom</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80603</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Thu, 21 Aug 2008 18:04:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80603</guid>
		<description>So many games owe the Prince of Persia series so much.  No wonder they&#039;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&#039; awesome, but I hope it&#039;s not too short, as someone further up pointed out, you do cover an lot of ground very quickly.  However the level design&#039;s not so much about superfluous details as it is grand open spaces, so I&#039;d imagine it&#039;s quicker (in the loosest sense of the word) to create levels for this game because you&#039;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&#039;s right when he says I might be getting a little to close to a &quot;if only we could talk to them&quot; stance.</description>
		<content:encoded><![CDATA[<p>So many games owe the Prince of Persia series so much.  No wonder they&#8217;re revered amongst devs.  If you pay close attention even Valve pays homage in a number of ways (audio and level design).</p>
<p>This game looks freakin&#8217; awesome, but I hope it&#8217;s not too short, as someone further up pointed out, you do cover an lot of ground very quickly.  However the level design&#8217;s not so much about superfluous details as it is grand open spaces, so I&#8217;d imagine it&#8217;s quicker (in the loosest sense of the word) to create levels for this game because you&#8217;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.</p>
<p>And I hope they mix it up a little as well &#8211; more than just different environments requiring different manoeuvres.  But I think Keiron&#8217;s right when he says I might be getting a little to close to a &#8220;if only we could talk to them&#8221; stance.</p>
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		<title>By: EyeMessiah</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80593</link>
		<dc:creator>EyeMessiah</dc:creator>
		<pubDate>Thu, 21 Aug 2008 17:45:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80593</guid>
		<description>Least interesting environment so far in my opinion.   Nevertheless, watching this while listening to 7/4 Shoreline gave me chills so I&#039;m feeling pretty positive.</description>
		<content:encoded><![CDATA[<p>Least interesting environment so far in my opinion.   Nevertheless, watching this while listening to 7/4 Shoreline gave me chills so I&#8217;m feeling pretty positive.</p>
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		<title>By: Gurrah</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80551</link>
		<dc:creator>Gurrah</dc:creator>
		<pubDate>Thu, 21 Aug 2008 15:42:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80551</guid>
		<description>That lady must be wearing spiderman slippers!</description>
		<content:encoded><![CDATA[<p>That lady must be wearing spiderman slippers!</p>
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		<title>By: Muzman</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80542</link>
		<dc:creator>Muzman</dc:creator>
		<pubDate>Thu, 21 Aug 2008 15:37:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80542</guid>
		<description>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&#039;s already a winner.  Sure, if the levels don&#039;t follow through it won&#039;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.</description>
		<content:encoded><![CDATA[<p>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&#8217;s already a winner.  Sure, if the levels don&#8217;t follow through it won&#8217;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.<br />
I still wanna know if you have to balance yourself though.</p>
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		<title>By: mujadaddy</title>
		<link>http://www.rockpapershotgun.com/2008/08/21/mirrors-edge-leipzig-trailer/comment-page-1/#comment-80532</link>
		<dc:creator>mujadaddy</dc:creator>
		<pubDate>Thu, 21 Aug 2008 15:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2358#comment-80532</guid>
		<description>You know, for a &lt;i&gt;Parkour&lt;/i&gt; badass, she sure climbs ladders goofy...

...is there an option to have a chickee give me the level instructions, like on my GPS?</description>
		<content:encoded><![CDATA[<p>You know, for a <i>Parkour</i> badass, she sure climbs ladders goofy&#8230;</p>
<p>&#8230;is there an option to have a chickee give me the level instructions, like on my GPS?</p>
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