Mirror's Edge is a first person action-adventure video game developed by EA Digital Illusions CE and published by Electronic Arts. The game was released on PlayStation 3 and Xbox 360 in November 2008. A Windows version was also released on January 16, 2009.
The game was announced on July 10, 2007, and is powered by the Unreal Engine 3 with the addition of a new lighting solution, developed by Illuminate Labs in association with DICE. The game has a realistic, brightly-coloured style and differs from most other first-person perspective video games in allowing for a wider range of actions—such as sliding under barriers, tumbling, wall-running, and shimmying across ledges—and greater freedom of movement, in having no HUD, and in allowing the legs, arms, and torso of the character to be visible on-screen.
The game is set in a society where communication is heavily monitored by a totalitarian regime, and so a network of runners, including the main character, Faith, are used to transmit messages while evading government surveillance.
Arguably the best game (from a visual standpoint) to use the Unreal 3 engine to date, Mirror's Edge is one of the prettiest games to grace the gaming industry this current generation. The game is a first person shooter where you play as Faith, a female "runner" in a anti-utopian society which monitors their citizens very closely. Any free distribution of information is left to the "runners" that traverse through the city's skyscrapers, outcast and outside of the regular society, physically moving the information from one point to another. As such, its gameplay differs from most FPS games. Mirror's Edge focuses on Parkour moves and acrobatics, challenging the player to traverse the city, evading pursuit as they get from one level to another. As such, it is possible to go through the entire game and not kill a single one of your pursuers, however the player still has the option and is mandated in very few instances to engage the enemy.
The game has received largely positive reviews, praising the unique visual style and artistic direction utilizing the Unreal Engine, which is usually used in games that have a bland brown and gray palette in order to portray realism. Mirror's Edge breaks that cycle, portraying an equally impressive attempt at displaying a different kind of reality. The only downsides were the game's arguably harsh requirements it puts on the player in terms of required skill to move through the levels, and its general story, though perhaps more on the manner in which it is told.
The game comes in two flavors. General console on the Xbox 360 and Playstation 3, and then the enhanced PC version. Boasting the standard mouse+keyboard controls (as is natural for a First Person Shooter), the main change however, is the introduction of the PhysX support from nVidia, allowing those with nVidia GPU's to push the game's added physics, such as shattered glass, ripped cloth, and general particle effects, significantly heightening the graphic fidelity of an already fantastically looking game.
An example of such particle effects. This may break your page. Intentionally.
A few more images of the game running at super resolutions. This will definitely break your page, you will scream. Intentionally.
This is a high fidelity image of the texture work that the game displays at its highest levels of quality, and shows just how far the Unreal Engine was pushed with this game.
How the game may look on your TV. (more huge screenshots)
The first teaser trailer.Teaser Trailer
DLC was released for the game, which features levels specifically designed for those that liked the Time Trial and Speed Run challenges of the vanilla. Levels are uniquely constructed utilizing a type of virtual setting.Downloadable ContentNOTE YOU WILL BE UNABLE TO PLAY THE DLC IF YOU BUY THIS GAME ON STEAM.
It has recently been confirmed that Mirrors Edge 2 was in development, and while having a very small development team crafting it, it's only a matter of when.
Also, DO NOT BUY THIS GAME ON STEAM. YOU WILL BE UNABLE TO PLAY THE DLC..
Fuck EA or Valve. Probably EA.
Also, the high rez images, I know exactly what you mean, I wanted to put them in myself, but structuring the goddamn thing made me forget, and I'm not sure where to find them (though I've seen em countless times).
If you find, post, I'll update.
Funnily enough, I had an easier time of it than I did on normal.
And I didn't shoot anyone, but I still didn't get my trophy! I accidentally fired the gun once, but it just went into the wall. Surely that wouldn't count, would it? The trophy says not to shoot soldiers.
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I'm still bummed that there wasn't really any focus on the running/delivery aspect. Apparently it would've killed them to add a few levels at the beginning. Maybe showing Faith's injury mission or something... Instead it was: Here, take this to the next runnerCOPSWITHGUNSRUNRUNRUN!
Did you kill anybody, die, and then restart that section? 'Cause that'll fuck that achievement/trophy up, too.
Kill anyone with a gun? Nah. I did once knock someone off a ledge on accident. But, I didn't think that would count. Since again the Trophy specifically says shoot.
Also the story cracks me up. I like the characters, but it's just sooo helter-skelter that you can't really do anything but laugh.
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This is me shrugging... Maybe it's just poorly worded and you can't kill anybody. Maybe you got lucky and it glitched on you that time. At least playing it again on Easy is, well, easy...
Well, you don't actually play like that. It's a function of the UE3 engine used simply to take amazingly high-resolution screenshots.
Using FSAA at about x4.
And then once it started getting to the points where you'd fall and have to climb up large sections all over again I just had to put down the controller and walk away. After that, I never really had the desire to go back.
I hope Mirror's Edge 2 fixes these (minor?) problems.
Also that thing with Ropeburn was horrible until I discovered you could just mash the action button.
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That answers the questions regarding combat in a really insulting way (sorry in advance).
But... if you pick up the gun and shoot - that should be easier and work, no?
I never used guns either, I thought it would be more fun if I didn't use them. Maybe that's part of the problem, haha!
I liked the combat. But then, I took to it real quick. My favorite move was the one where you run up a wall towards an enemy, jump kick off the wall at him (which turns him around), and then take him out from behind.
Actually, I do understand your complaint about rooms full of guys, though. It's far more rewarding to go 1 on 1 with someone so you can use your disarming techniques in relative safety. There should have been more of that.
Mirror's Edge had quicksaving in it, right? It's been a few months so I might've misremembered it.
The biggest problem with the combat is the early talk about the game apparently (according to the devs) took one tiny aspect of the game (the Leap of Faith achievement) and turned it suddenly into 'the game is all about avoiding combat'.
DICE then began insisting that combat was always a focus of the game. (Though how or why they were talking about an 'optional' achievement like that years ahead of release might be subject to more intense scrutiny.)
Combat in ME does play better if you're more willing to shoot and kill the enemies in your way. Speedrun videos all but prove it. I do think that if the game had been more about avoiding combat and doing awesome free running moves, it might have been better overall.
I agree with you about the combat but it seems like a couple of times you messed up the grab and were able to immediately do it again. I thought you couldn't do that.
There's not really any accounting for different experiences, but for what it's worth I died a shit ton on my first normal playthrough, but the game always started me out a few paces before the 'set' where I died. About the only time it didn't was right before that crane leap. But then I found out that I had apparently gone a direction the devs didn't intend, missing a checkpoint. So they could have probably tightened that up a bit.
Other random thought: did the swinging through anyone else off when they first tried it? My instinct is to swing while you've got a good degree of momentum going, not at the very end of your swing when you've lost it all. And yet that's basically what the game required. Thought it was kinda unintuitive.
Also they could have made the pipes a bit better. I still have no idea what was going on this one time, but it was about a good third into the game, I was no stranger to pipe leaping. And yet there was this one pipe she.would.not.lock.on.to. Tried it again and again and again, she wouldn't jump to it. She's just sort of let go of her current pipe. Terrible frustrating.
also also: random stuff scattered throughout the levels that looked as though you could use it as a stepping stone but you could not. breaks up the flow of the game, slightly annoying.
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Didn't see your text on youtube as I just watched the embedded vid. I guess the answer to my question is: "Yes, Igort, you are the only person who thinks the combat destroyed the game".
But, it's not just me who thought that. My older brother also felt the same way about it and it's not like we're casual gamers or anything.
Oh well, we're all just good at different kinds of things, I guess.
I messed it up twice.
First time was on the big assault guy - he's slow, so you can in that split second.
Second time is when I got hit in the face near the end (on the second to last guy behind the van) - you are allowed one hit, the second kills you on hard. But I took him down the second time he tried to swipe at me.
The rest were perfect.
Also Igort, the answer was more "If you suck, you thought the combat destroyed the game, those of us who are skilled like it just fine". I do it for the flow. Honestly!
But then I amped it up with some serious super trash talk like "GO BACK TO THE WII NOOB" and other elitist stupid crap. It just flows better that way.
He's from SWEDEN. Of course Mirror's Edge is gonna be his favorite game ever.
Was it the part where you have to jump to some thing poking out of a wall, swing from it onto another one, swing from that onto an airconditioner or something, then make two pipe jumps onto another airconditioner? I swear she would not make the jump correctly from the first pipe to the last pipe. I died so many times on that part. I still have trouble with it. I think there's something wrong with that part.
Yeah, my fervor for defending, partaking and being involved with this game on forums make me look like some goddamn shill for the company actually. I was debating whether or not to create this thread, since halfway through making the OP I was thinking "Those assholes should pay me for this".
That sounds like the middle pipe at the end of the Jackknife chase. The collision on that pipe is uniformly bad and the best solution is to climb to the top of the first pipe and then turn and jump. You'll either miss the second pipe completely and grabbing the third. Or you'll latch onto the very top of it and can still make it across.
I hated how you had to be precisely in front of things like valve wheels to interact with them. Despite looking right at them but just off to the side.
I'm also one of those who had slight problems with depth perception. I know at the default head placement, the bottom of the screen is where the feet are. I know that. It still is hard to judge distance sometimes.
I liken it to being forced to where a helmet that restricts all vision to a rectangle just ahead of the eyes whilst running around after being injected with a drug that removes all physical sensation in the arms and legs but still allows for full body control. As if remote controlling a human through a TV...
ME was decent, but it could be improved.
Yeah, the Jacknife pipe is most definitely bugged. I kept doing that section over an over again until I could nail it 99% of the time before I went for my time trial of the whole chapter. I figured out the trick to it (I forget it now, but I know you have to physically turn towards the pipe to kind of force Faith to see it rather than her just doing it on her own like usual).
Still, it doesn't always work that way. For whatever reasons, I've always (or nearly always) turn to look before a lateral jump. That pipe is still broken. I think most if it's collision is on the 'front' side of the pipe and requires a specific angled jump. And so climbing to the top of pipe #1 works because the 'front' curves into the building and you grab onto that.
Nothing, nothing, nothing generates more frustrated yelling than a best-up-to-now speedrun and then watching as the pipe passes directly through the middle of the screen and you lose just enough time that you fail the whole thing.
This is why my girlfriend has a terrible hatred for Mirror's Edge and nearly forbids me from putting it back into my PS3....
Shit's bugged as hell tho.
Ignore that childish youtube description, your experience is perfectly valid and it pretty much matches mine. The combat was stodgy and not fun, the SWAT guys too frequent and too tough (and Faith too fragile) and the timing for their disarms was too hard (on PS3 anyway). The normal police officers and the enemy runners (these were very very under-used which was a shame) were fun to interact with, the SWAT troopers should have been like the hurry up skull dinosaur in Bubble Bobble or to guide the player away from a certain area, not a bread and butter enemy bunched up in groups of 5+ guarding choke points in stupid un-fun gauntlets.
Mirror's Edge was at it's best when it was just platforming and during chases (which really got the adrenaline flowing!). There should have been more of that but I enjoyed the good parts so much I was willing to endure those horrible SWATs who can take so much damage yet kill Faith in 1-2 hits.
I don't think I am very good at the game...judging by the number of times I bit it. But I didn't really care that much, and what's more felt like a badass when everything was going right. So, fair trade off for me. You just have to come into it knowing what to expect.
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Are you asking me if I thought I was supposed to jump at some point in the middle of my swing instead of at the jump-off point that every game in the history of the world forever has always used and always will use?
1) How long is the single player campaign?
2) Is it better to turn off the red indicators for parkour-able objects? Does it make it too difficult to navigate?
1- Six to ten hours or so.
2- No. Yes.
More specifically, the first time through you might want to have them turned on. Even the inclusion of a 'point me in the direction I need to go' button doesn't always make it clear where exactly you can go to get there. Why make things more aggravating?
But as you get used to the game and what does and doesn't work, turning it off would be less of a difficulty. And the Hard difficulty itself has it turned off and locked by default.
I beat it in about 5 hours on my first go through, 4 on hard. Some replay value if you enjoy it. You can only turn off the red indicators after you've gone through the game once(once you've unlocked hard mode). At that point it doesn't really make a difference either way. As far as I know.
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