Uploaded by HDGAME01 on Mar 2, 2009
Mirror's edge
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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-colored 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.
Mirror's Edge aims to "convey the strain and physical contact with the environment", according to senior producer Owen O'Brien, and to instill a freedom of movement not yet seen in the first-person genre. This is achieved not only with the exercise of parkour, but also by tying camera movement more closely with character movement, such that the rate at which the camera bobs up and down increases as Faith builds up speed while running and the camera spins when she rolls.
Mirror's Edge features a realistic first-person view and hand-to-hand combat.
Also, the arms, legs, and even torso at times are prominent and their visibility is used to convey movement and momentum, such that Faith's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.
With such a heavy focus on movement, it is imperative to maintain momentum, which is done by a 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 traverse it. Controls are simplified by being context-sensitive; the "up" button will cause Faith to traverse 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 maneuvers like slides or rolls, or simply crouch. 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 recognizing escape routes. It is a highlighting system that emphasises environmental pieces useful for progression—like pipes, ramps, and enterable doors—with the color 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, as well as making the timing of jumps and disarms easier.
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 game's environments while combat takes a secondary role. In fact, on the E3 'Gameplay Walkthrough' O'Brien says that going through the game without shooting a single enemy unlocks an achievement, "Test of Faith"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.
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Contains content from: EA
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3:30Mirror's Edge Reviewby IGNentertainment271,314 views
Featured Video
4:14Mirrors Edge InGameby Morpheus6001,176 views
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1:59My Mirror's Edge Mapby Terrie32,594 views
1:13Mirror's Edge Flow World Record 57:18by ovendonkey18631,433 views
2:49Mirrors Edge in Third Personby jbdvrock1,260,477 views
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2:02Mirror's Edge Trailer HD (720p)by Akuantti40,459 views
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1:46Mirrors Edge Trailer - Free Runner - High Qualityby JoeCallon18,725 views
1:46Mirrors Edge Trailer 2 (HD)by BrutalInsomniacForce71,071 views
0:33Mirrors Edge - Leap of Faith TV adby EA1,047,741 views
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1: 04= nut shot.
littleengie 11 months ago
awsome
fongoo99 1 year ago
short 5 hours but i has lots of repay ability
vikingninja1994 1 year ago
how short is it because I was going to get it
MrAdrianAslani 2 years ago
yea but its too short
austinharley803 2 years ago
this game is fckin epic!
iLin2el 2 years ago
kool
videoguy2005 2 years ago