Gaming World Forums
General Category => Entertainment and Media => Topic started by: Tau on May 08, 2008, 07:15:07 am
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(http://upload.wikimedia.org/wikipedia/en/3/32/Mirrors-Edge-logo.png)
The story revolves around a runner named Faith and her struggle to free her sister from a corrupt government. Her parents were killed and she was forced to grow up on the street, later becoming a runner. Faith was taught not to rely on modern forms of communication, partially because the ruthless police state prefers eavesdropping every chance they get. As Faith attempts to rescue her sister, while running messages for the criminal underworld, she gets caught up in a series of events which lead to her being pursued by the totalitarian government. Acting as Faith's guide is a mysterious character named Mercury, who will help Faith in her attempt to outwit and overcome the many government agents that are out to eliminate her
Teaser Trailer. (http://www.eurogamer.net/tv_video.php?playlist_id=8735&size=med)
Ripped music of the end of the Trailer. (http://www.sendspace.com/file/qb3dw7)
(https://legacy.gamingw.net/etc/xbox360media.ign.com/xbox360/image/article/855/855708/mirrors-edge-20080228010813817_640w.jpeg)
I really like the music in the trailer, it seems so.. tranquil and gives you that sense of freedom I guess, and the game it self seems really nice, like a mixture of parkor(That free running shit) and Prince of Persia. After seeing that trailer I'm actually quite pumped to see what this game is like. Oh and does anyone know the artist of the song, I'd really like to find out basically to download it haha.
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pretty damn sweet Tau. Funny they had to post 'the following is all in game footage'. I guess we're still stuck in the 'expecting FMV phase of PS2/Xbox'?
Anyway, yeah, nice ass video. I'll play that for sure. The armoured attack squad guys caught me off guard, though I suppose enemies are a must in video games.
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I've been following this game since I heard about it like two years ago and Edge magazine posted concept art. I am SO FUCKING STOKED for this because it really is a big deal in the FPS genre that movement is generally restrictive, so for a game to have such freedom (and not in the scripted way like assassin's creed, but full total control) is just staggering.
I hope more FPS games learn from this example and actually make running/movement more advanced than MOVE FOWARD FASTER.
It's a really neat way how they've colour coded stuff so you can work out what to do/where to go without having to stop and slowdown, like Faith's instincts allow her to see opportunities. (Orange is climbable, red you can run along etc etc) It creates a really interesting visual (unlike SHADES OF GREY that FPS ga,mes have been obsessed with since 1998)
http://www.on-mirrors-edge.com/incgalleryview.php?file=118.jpg
http://www.on-mirrors-edge.com/incgalleryview.php?file=120.jpg
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So what's the deal with this game? Is it a large, open-ended game with a "go where you choose" environment?
It'd suck if there were levels or only small areas you can explore at a time.
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yeah this game looks interesting and i'll probably end up getting it if it shapes up to be good.
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Wow, I've never heard of this, but it looks pretty sweet. Like Kaworu said, the colour coding thing is awesome!
I am not too fond of first person games though, I like them way more in third person. I dunno, I've always found it better to be able to see behind my character and stuff instead of BEING THE CHARACTER or w/e they are trying to get at with a first person view.
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I am not too fond of first person games though, I like them way more in third person. I dunno, I've always found it better to be able to see behind my character and stuff instead of BEING THE CHARACTER or w/e they are trying to get at with a first person view.
The developers basically said that this game was paying homage to Breakdown which was the first game to completely capitalize on being inside someone's body from the first person (as in everything from action to cinemas were completely first person and you were actually in someone's body, not a floating hand like Half-Life/Doom). It really is an interesting and unique experience and personally I think first person is the only way to experience video games because it's that much more immersive. Whenever you got punched or shook around the entire screen would shake and the world would spin around; it made a lot of people "sick" but I fucking loved it.
And I'll love this game too. I really hate the concept of the floating hand in FPS games and wish more developers would experiment with these kinds of things. It's pretty unacceptable that we STILL can't see Gordon's feet or other appendages in a 2007 game.
I guess we're still stuck in the 'expecting FMV phase of PS2/Xbox'?
where were you for the killzone 2 preview?
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why can't you see gordan's body, i'm pretty sure they have a full body model for him in-game for cutscenes and shit don't they?
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why can't you see gordan's body, i'm pretty sure they have a full body model for him in-game for cutscenes and shit don't they?
I think Valve made a partial model.. I think. I remember fanmade Gordon models popping up for HL2, so I don't think there is a full one for that game, at least.
Pretty sure HL1 had a multiplayer Gordon model though.
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Yeah, the games have models for him (you could even play in 3rd person mode with a code) but when you look down you see nothing. Gordon doesn't even generate a freakin' shadow. He's literally just a floating hand which really, really killed the atmosphere of the game for me. I'm not 100% sure but I don't think Farcry, Doom 3, or any of the Call of Duty games let you see your appendages either.
Half-Life 2 doesn't even have reflective surfaces. There's absolutely no mirrors (which was ridiculous) and you can't see yourself in the water. I understand they want Freeman to be you the player but we already know Freeman looks like a pasty nerd so what's the point?
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I'm pretty sure when Half life 2 first came out they didn't make a model for Gordon Freeman just some hands and a head? The only other FPS games I know that have done the whole seeing your arms and legs are like Killzone, Halo, and one other.. oh well haha.
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The developers basically said that this game was paying homage to Breakdown which was the first game to completely capitalize on being inside someone's body from the first person (as in everything from action to cinemas were completely first person and you were actually in someone's body, not a floating hand like Half-Life/Doom). It really is an interesting and unique experience and personally I think first person is the only way to experience video games because it's that much more immersive. Whenever you got punched or shook around the entire screen would shake and the world would spin around; it made a lot of people "sick" but I fucking loved it.
Waitaminute, it's like Breakdown? OK that is one exception to the rule, I loved Breakdown (even if it got a little ridiculous toward the end).
Sweet!
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Yeah, the games have models for him (you could even play in 3rd person mode with a code) but when you look down you see nothing. Gordon doesn't even generate a freakin' shadow. He's literally just a floating hand which really, really killed the atmosphere of the game for me. I'm not 100% sure but I don't think Farcry, Doom 3, or any of the Call of Duty games let you see your appendages either.
Half-Life 2 doesn't even have reflective surfaces. There's absolutely no mirrors (which was ridiculous) and you can't see yourself in the water. I understand they want Freeman to be you the player but we already know Freeman looks like a pasty nerd so what's the point?
In Turok (the recent one not the N64 original) you can see your character's legs and feet.
There was one old FPS game where you played a girl in a jungle or something where you could see your whole body (even down your own cleavage) but i can't remember what it was called.
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Crysis really hit home with having a player model and shit, you could see your legs, arms, body etc which was cool when doing stunts like speedrunning into a power-jump into punching through a roof, because you could see that you were jumping as a character in the game and not just as a floating camera. I think that's THE BEST to this point a game's managed to do that.
I don't think gordon has a model in HL2. If he does, it's fan made, because scouring through the files in the sdk... there isn't one. There are models for his arms, and that's it. Even in the map editor Gordon is represented by a blank model with comical goatee and glasses.
Also I think this is missionbased get from a-b but I'm really hoping you can use the whole city inorder to do so, but it looks like the city is has various linear paths that can diverge and shit (like in Sonic 2).
Leric, female in an fps?
There's Turok 3 (lol), Perfect darks and noone lives forevers
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This basically looks like PARKOUR: THE GAME to me, which translates to awesome.
The trailer didn't show as much PULSE POUNDING CHASE SCENE as I hoped there would be, but hopefully there will be more of that in the actual game.
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I think first person is the only way to experience video games because it's that much more immersive.
I disagree. I think that that first-person viewpoints make games feel MORE artificial. In an FPS game, your vision is limited to a narrow tunnel directly at eye level and you have no tangible awareness of the environment around you outside of what's directly ahead. When the camera is in third person, my ability to see to the sides and behind my character represents peripheral vision as well as the spacial and environmental awareness that I would have if I were actually in that situation.
Parkour: The Game sounds like a novel idea but I've seen a few games promise to capture the spirit of free running and while some of them were great games I really didn't get the feeling of uninterrupted momentum that I was promised. So I guess I'm reserved or something? Graphics are nice though and I really do like the color-coded theme. I recall that in Ninja Gaiden, ledges that you could grasp and doors that you could open etc were all painted blue. It was really helpful because it helped me figure out which set pieces the game would let me interact with. It's really frustrating in games like GTA IV when there is only one door that I can open but since they all look the same I have to waste my time bumping up against every door in the apartment complex until I get it right.
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I disagree. I think that that first-person viewpoints make games feel MORE artificial. In an FPS game, your vision is limited to a narrow tunnel directly at eye level and you have no tangible awareness of the environment around you outside of what's directly ahead. When the camera is in third person, my ability to see to the sides and behind my character represents peripheral vision as well as the spacial and environmental awareness that I would have if I were actually in that situation.
Some games have experimented with a peripheral vision like Operation Flashpoint and Call of Cthulhu which I ALWAYS RECOMMEND PEOPLE TO PLAY FOR AN IMMERSIVE EXPERIENCE GODDAMMIT (essentially, objects to your side are blurry and distorted until you turn to focus on them) but that lack of vision is what makes it so immersive. In games like Gears of War and GTAIV or any other 3rd person game you can tilt and rotate the camera to see around corners and view things you normally couldn't. To me, this completely ruins the element of surprise in the game. It's a lot more fun to constantly be on your toes than taking cover behind a barrel yet still have awareness of the entire battle field. Games like STALKER specifically focused on knowing your battlefield because you could duck behind cover then pop up and realize that every enemy changed position and are flanking you. Badguys can't do the same in 3rd person games because you already know where they're going to move even though your character technically doesn't.
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FPS games made post 1996 are so much more immersive to me than 3rd person shit, because funnily enough when walking around I cannot see my back! I also have difficulty making my eyes look around corners 10ft infront of me, and likewise my vision is focused fowards (due to my eyes being at the front of my head, and not where my ears are for example).
Also ducking, leaning to one side, lying prone etc are prettymuch the standard in fps games these days.
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I really liked the trailer. A game that incorporates parkour just plain rocks!
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In Turok (the recent one not the N64 original) you can see your character's legs and feet.
There was one old FPS game where you played a girl in a jungle or something where you could see your whole body (even down your own cleavage) but i can't remember what it was called.
That was a Jurassic Park game. The game sucked, but it had some cool ideas where you had complete control over both your hands to do things.
This game looks really awesome, I can't wait to see more of it. I hope it isn't completely linear.
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So what's the deal with this game? Is it a large, open-ended game with a "go where you choose" environment?
It'd suck if there were levels or only small areas you can explore at a time.
4. How much focus will the concept of free roaming have? Do we get to run around wherever we want on the rooftops or are we somehow restricted to specific levels?
There seems to be some confusion about this - this is not a free-roaming game – and I think it is a better game for that. We have a story-driven action game and we want you to experience the story. There are however multiple ways of tackling every level whether it is the routes you take or the combat style you adopt. Also the type of movement we have in the game turns almost any area into a mini-sandbox. You will not feel restricted in the game.
source: http://www.on-mirrors-edge.com/index.php?option=com_content&task=view&id=24&Itemid=2
Also:
"A journalist friend of mine was there....unfortunately i wasnt
but i asked him about him in detail and here's what he told me
Saner wrote:
2. what was the level like? was it really a complete level? how long and
diverse did it feel? how was its design? did it appear like there was multiple
ways to advance in the level?
it was a complete level....there are multiple ways to get across but it is by no means a sandbox.....its pretty linear but its not the kinda game that u even have the time to explore.....u just have to move move move
Saner wrote:
3. how many enemies were in the level? were they chasing the player?
where they using any weapons?
dunno how many were there but they do shoot at you
Saner wrote:
6. how was the camera and the full body immersion? did you notice
any details about how immersive it is and still being able to tell
what you're doing at any given moment? any noticable shadow effects?
did you see the full body (torso, arms, legs, feet), or just the legs, arms
and feet? did the body animate/flow naturally between actions?
did you also notice Faith's carrying case (orange pack) during the gameplay?
does it have any physics built into it? is it possible to drop it after a
bad fall or something? was the whole demonstration completely first person view
for all events and actions?
your head bobs around the faster you run but it is not so much that it puts u off or disorients you...the aim is actually to get across really fast but u need to build speed over time and its not instant....but as you get faster you see your legs below and your arms pumping harder...the animations between running, jumping etc are seamless....when your on a beam the camera automatically looks down and you can feel your heartbeat racing and the heights are dizzying....it was all first person and when you miss a jump you do fall down and its supposed to look very realistic and scary....if u get shot you feel the impact on that side of your body affect your momentum and if youre running, it will substantially slow you down.
Saner wrote:
8. did you see any melee combat? what was it like? what moves did you
see? mainly kicks? any punches? any grappling/submission moves involved?
any judo-like reversals?
most of the combat is hand to hand and there are martial arts involved....there is a gun but the attempt it to make it as a last resort and the importance is more on hand to hand combat
Saner wrote:
9. did the player fall at all? how was the momentum of starting and increasing
the speed of running? how did slowing down/stopping appear?
i explained this above
Saner wrote:
11. did the player receive any damage? any indicators that signal the player
about the damage? red screen or something? any idea how much damage
they can take?
player does receive damage but i dont know if there is any damage indicator....but there is no HUD or crosshair
it feels kinda strange to be giving you second hand impressions but i was so excited about the game that i asked him everything that crossed my mind....but after reading your questions, obviously i didn't ask enough lol
hope that helped
peace"
Source: http://www.on-mirrors-edge.com/forums/viewtopic.php?id=222
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The developers basically said that this game was paying homage to Breakdown which was the first game to completely capitalize on being inside someone's body from the first person
Someone hasn't played Montezuma's Return...
(http://www2.fileplanet.com/images/10000/10906ss_sm2.jpg)
Idiot.
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in that case i might as well bring up ultima underworld and king's field because they used the same concept.
but all three games had one thing in common; they weren't cinematic.
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go to hell you dont know shit about games
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Wow so much hostility over such a tranquil game haha. Just read up on that color thing Kaworu was talking about, it's really interesting concept, but I don't know I'm thinking it could get annoying in the long run.
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This game looks pretty fucking awesome to me, and even if it's linear it still sounds/looks like it'll be a great game. I agree with Tau about the music in the trailer though, it sounds amazing.
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This looks pretty great. Hopefully it plays as good as it looks.
I wonder how the combat will function being primarily hand to hand. Should be interesting.
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I disagree. I think that that first-person viewpoints make games feel MORE artificial. In an FPS game, your vision is limited to a narrow tunnel directly at eye level and you have no tangible awareness of the environment around you outside of what's directly ahead. When the camera is in third person, my ability to see to the sides and behind my character represents peripheral vision as well as the spacial and environmental awareness that I would have if I were actually in that situation.
Parkour: The Game sounds like a novel idea but I've seen a few games promise to capture the spirit of free running and while some of them were great games I really didn't get the feeling of uninterrupted momentum that I was promised. So I guess I'm reserved or something? Graphics are nice though and I really do like the color-coded theme. I recall that in Ninja Gaiden, ledges that you could grasp and doors that you could open etc were all painted blue. It was really helpful because it helped me figure out which set pieces the game would let me interact with. It's really frustrating in games like GTA IV when there is only one door that I can open but since they all look the same I have to waste my time bumping up against every door in the apartment complex until I get it right.
Well dude, they sort of addressed this in an interview I watched, where the head producer or someone was talking about how the immersion was killed in a lot of FPS by just giving you this narrow tunnel of vision to follow, but he also said that they'd put an effort into providing a sense of peripheral vision, so you'd have some concept of your environment beyond what's right in front of you. You should check out the interview; he says some cool stuff about how the point of the first-person genre should be to provide an immersive experience, but that so many developers exclusively focused on weapons and armor upgrades and all this shit until it's essentially just FLOATING WEAPONS and nothing else. He also says it's story-driven and not sandbox at all, when the guy interviewing him asks, and he specifically mentioned that no one should expect GTA, so I'm guessing it's not going to be a big, wide open city.
Also, a couple people have said Parkour: The Game, but I don't really know why. RUNNING yeah but I don't think the developers actually said anything about promising the spirit of free running, and I think that might actually be kind of missing the point!
ps this sounds pretty cool
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Not sure if this has been mentioned, but when you get hit etc the screen gets blurred and desaturates much like COD4.
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Wow, if this is going to be like Breakdown then I'm definitely getting it!
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Also, a couple people have said Parkour: The Game, but I don't really know why. RUNNING yeah but I don't think the developers actually said anything about promising the spirit of free running, and I think that might actually be kind of missing the point!
Actually they said it was a sort of Prince of Persia-esc so I guess it is kinda free running like in some ways.
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i went to a festival a few months back and we were talking to rhianna pratchett (who's writing the game) and although she didn't give much away, the plot sound really interesting with all sorts of twists.
i'm looking forward to it, it looks great and has quite an interesting plot.
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Actually they said it was a sort of Prince of Persia-esc so I guess it is kinda free running like in some ways.
Wait, what? Saying it's like another game where you run around and expecting it to be a faithful adaptation of parkour are two totally different things.
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There was one old FPS game where you played a girl in a jungle or something where you could see your whole body (even down your own cleavage) but i can't remember what it was called.
Jurassic Park: Trespasser
There was a tattoo of a heart on your cleavage that was a display of your life, so you'd literally have to look down at your own boobs to check your health. The interaction was very unique and creative as well, to pick up objects, you stuck out your hand and moved it with the mouse in and out, left and right, and rotating and bending it with modifier keys till you grabbed/manipulated the object. Was a bit more time consuming than PRESS USE KEY but it helped with the immersion, and definitely added to the tension when you needed it the most. Weapons were also aimed this way, adding a whole other dimension to FPS combat than just LOOK AT TARGET AND FIRE.
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Some games have experimented with a peripheral vision like Operation Flashpoint and Call of Cthulhu which I ALWAYS RECOMMEND PEOPLE TO PLAY FOR AN IMMERSIVE EXPERIENCE GODDAMMIT (essentially, objects to your side are blurry and distorted until you turn to focus on them) but that lack of vision is what makes it so immersive. In games like Gears of War and GTAIV or any other 3rd person game you can tilt and rotate the camera to see around corners and view things you normally couldn't. To me, this completely ruins the element of surprise in the game. It's a lot more fun to constantly be on your toes than taking cover behind a barrel yet still have awareness of the entire battle field. Games like STALKER specifically focused on knowing your battlefield because you could duck behind cover then pop up and realize that every enemy changed position and are flanking you. Badguys can't do the same in 3rd person games because you already know where they're going to move even though your character technically doesn't.
yeah call of cthulhu was a great and original (as much as it can be) game, and i loved every minute of it. hell, i've been contemplating about playing it again recently...i just have to get it again. i remember the chase scene in it was one of the most tense moments i've had in a game to this day.
it was great to finally have an fps was no hud AT ALL no exceptions.