Thread: Mirror’s Edge
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Old 05-11-2008, 11:58 PM   #7
Intrepid Homoludens
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I found more info...

Quote:
- PS3 version will utilize the Sixaxis controls.
- The PS3 and Xbox 360 versions will have a display resolution of 1280x720 a.k.a 720p.
- Weapons will just slow you down and are mainly used as melee tools.
- The game isn't about combat, the game is about movement.

There are guns but they're tools. Imagine trying to do this running with a big automatic rifle - not going to happen. So, what you're able to do is you're able to take weapons off of people if you can disarm them in the right way. You can use whatever is in the clip but you can't run very fast, you can't do all the things that you really want to do. So it's more of a tool to get through things, blow open a section of window, take out one person, throw it away and keep moving.

Videogamer.com interview


Quote:
With such a heavy focus on movement, it is imperative to maintain momentum, which is done by an uninterrupted, fluid flow of actions, creating a chain of moves. Failing to string these moves together results in a loss of momentum, which can mean that Faith falls off or short of an object if a certain level of momentum is required to transverse it. Controls are simplified by being context-sensitive; the "up" button will cause Faith to transverse an obstacle by passing over it—for example, by jumping, vaulting, climbing, or grabbing set pieces like zip lines—while the "down" button will cause her to perform other manoeuvres like slides or somersaults.

In order to assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which derives its name from its purpose: to depict the environment the way a runner would see it, instantly recognising escape routes. It is a highlighting system that emphasises environmental pieces useful for progression—like pipes, ramps, and enterable doors—with the colour red as Faith approaches, though it does not always indicate the best route. Further along in the game, the number of these visual hints is reduced to only indicate the end goal, though the player can opt to turn off this hint system entirely. It will also be used to create puzzles in which the player must figure out how to combine the highlighted set pieces into a chain of moves in order to reach the target. Another means of assistance to the player is a system called "Reaction Time", which is a form of bullet time that allows the player time to plan where to go next without losing momentum.

Although the player character can hold weapons, O'Brien stressed that "this is an action adventure. We're not positioning this as a shooter - the focus isn't on the gun, it's on the person." Gameplay in Mirror's Edge will focus on finding the best route through the games environments while combat takes a secondary role. Consequently, guns may be obtained by disarming an enemy, but when the magazine is empty, it will need to be discarded. Additionally, carrying a weapon slows Faith down and the heavier the gun, the more it hinders her movement, which introduces an element of strategy in determining when to trade agility for short-term firepower.
Wikipedia
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Last edited by Intrepid Homoludens; 05-12-2008 at 12:23 AM.
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