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Mirror's Edge

  • -HP-
  • May 6, 2008 at 5:31 PM
  • Izuno
    • May 7, 2008 at 6:48 AM
    • #21

    While I know the story has the potential to fall flat, I am hoping that it works and I'm really wanting to like the main character. The trailer hints at her being an interesting character but there's just not enough yet.

    How many times have you watched the trailer? I probably have about a dozen or more. I showed it to my wife and she thought the feel of it was very cool.

  • aevirex
    • May 7, 2008 at 8:15 AM
    • #22

    fsahshfghdgfh

  • Hourences
    • May 7, 2008 at 9:01 AM
    • #23

    It is awesome.

  • robert.briscoe
    • May 7, 2008 at 9:13 AM
    • #24

  • Thrik
    • May 7, 2008 at 9:26 AM
    • #25
    Quote from dux

    Someone running. Wow.

    It's more the fact that it transcends the level of environment interaction seen previously in FPS games, which've pretty much remained the same for years and years. Sure, we've had destructable environments and lots of physics-driven objects to throw around, but let's be honest — those things made their debut in FPS games about eight years ago!

    A game is finally trying to break down the conventions and allowing you to actually climb anything you see, possibly going even further than Assassin's Creed. And because it's first-person, you feel much more intimately involved. Indeed, as I said above this is meant to be the first game that gives you the feel of controlling an actual body — momentum, weight, and all. That's why people are excited, if not for this game then for the genre implications as a whole.

    I will admit the trailer could be a lot more exciting, but this one is clearly designed to sell the work they've been doing on the player physics rather than the game itself. I'm sure more plot-relevant trailers will come in the future. Being a community full of game developers though, this is exactly the kind of trailer it takes to excite something like MapCore.

  • Jekuto
    • May 7, 2008 at 9:44 AM
    • #26

    Agreeing with Thrik, this is exactly the kind of direction the FPS-genre needs.

    The trailer whilst featuring a person running around climbing stuff is a bit boring, the challenge seems to be more in controlling the player in order to achieve being capable of executing all those actions well, not just "Press this button and I will do this automatically for you since you possess no skill". However one thing worth remarking after the first time viewed is that the elements which you climb seem a bit repetitive, so did the animation which seemed to have been the same. Also at the wall which the player ran against in order to get to the other side of the gap was orange, which to me says color coordination i.e walls where you can perform a move has a color which sets it apart, I hope that it isn't so and more likely that this is a preliminary rendition of the stage.

    This is seemingly a game more relying on the more skill you have the more the world itself will "open up" to you, showing to the trained eye paths and routes to take which the newly introduced player might not and the idea of controlling a more dynamic character is something worth trying out as opposed to playing the generic "fps-with-GoWcoversystem-and-other-features-originally-seen-in-some-other-major-title" kinds of games.

    Mirror's Edge is now the second most anticipated game on my list, second to "Heavy Rain".

  • Wesley Tack
    • May 7, 2008 at 9:57 AM
    • #27
    Quote from e-freak

    Maybe SimonWT knows more on the music? afaik he's working on the title.ya - love it as well. First time Dice really amazes me since they made Battlefield 1942.

    I have no idea actually who made the music for this, I'm glad you like it! It's been fun working on it so far!

    The only downside of my days at work here is that Robert's ugly mug is right in front of me (zero inspiration).

  • Ginger Lord
    • May 7, 2008 at 11:31 AM
    • #28
    Quote from dux

    Someone running. Wow.

    I'm glad I'm not the only one who has completely missed the hype for this. I must also be looking a different trailer with everyone praising the unique graphics and amazing style...its white, blue and orange with heavy bloom?

  • Thrik
    • May 7, 2008 at 11:47 AM
    • #29

    Read my last post Ginger. It's not the graphics or even the world that's primarily impressing people. It's not a particularly hyped game either. The clinical utopian city it's set in is a cool concept, but it's far from being the thing that catches my eye first.

    I think it's worth clarifying that everything in the video is actually controlled by the player, and not just a sequence of canned animations.

  • ReNo
    • May 7, 2008 at 11:54 AM
    • #30

    I think it looks awesome. I really love the "clean" style of it - the bright feel with really strong, bold colours feels so fresh compared to almost everything else out there at the moment. I'm curious as to how well the gameplay will work out, as I've a feeling it's gonna be really quite linear as opposed to free form route picking. Could still be awesome even if that is the case however!

    I was quite a fan of the old Xbox game Breakdown, which also featured a lot of body awareness. Although it didn't allow you all that much in the way of mobility options, it had some really neat first person set pieces like bungee jumping and, well... spewing Your AI companion was also really agile and pulled off cool moves like those seen in this game. Breakdown mainly focused on melee combat and had a pretty wide range of moves and combos - will be interested to see if this goes down the same route.

  • Psy
    • May 7, 2008 at 12:28 PM
    • #31
    Quote from Thrik

    this is meant to be the first game that gives you the feel of controlling an actual body — momentum, weight, and all.

    I think COD4 did that pretty well in my opinion.

  • Thrik
    • May 7, 2008 at 12:45 PM
    • #32

    I didn't notice anything particularly beyond what I've seen in most FPS games, mechanics-wise.

  • Psy
    • May 7, 2008 at 1:33 PM
    • #33

    When you run the camera sways from the side to side as does your weapon and when you get flashed you struggle to turn around properly. Maybe I'm seeing shit.

  • Acumen
    • May 7, 2008 at 1:43 PM
    • #34

    yeh, but that wasn't quite the point, i guess

    it's not about the movements the camera makes but the movement you can actually control on your own and how well that might work out.....or not.

    at least that's what i found fascinating and how i understood thriks and jekutos posts and pretty much almost everyone elses in this thread

  • Furyo
    • May 7, 2008 at 1:52 PM
    • #35

    Psycho that's all sugar coating though. And again CoD4 wasn't the first one to do it. Gears of War has a swaying camera when you run too.

    The difference here is that these moves ARE the game play, they're the promise of this game. Take those away in CoD4 and you're still in a great game, they're tricks to sell the atmosphere even better, but they're absolutely not essential to gameplay.

  • Ginger Lord
    • May 7, 2008 at 1:53 PM
    • #36

    Ugh, if they have 'momentum' in it...well...thats just going to be annoying. The ability to stop when I want, not 10 paces later over the buildings edge is something I prefer not to have in my games.

    Its going to be a real fine balance between super annoying and something new, perhaps why nobody has added this so far to any FPS.

  • Zacker
    • May 7, 2008 at 2:25 PM
    • #37

    This still looks interesting and I am still loving the lighting model:)

  • Sa74n
    • May 7, 2008 at 2:40 PM
    • #38

    great work bris, wesley. i love the art direction and execution.

    edit: looks like you use cubemap reflections or am i wrong? would be awesome to see yourself mirrored in windows

  • Thrik
    • May 7, 2008 at 3:00 PM
    • #39
    Quote from ginger_lord

    Ugh, if they have 'momentum' in it...well...thats just going to be annoying. The ability to stop when I want, not 10 paces later over the buildings edge is something I prefer not to have in my games.Its going to be a real fine balance between super annoying and something new, perhaps why nobody has added this so far to any FPS.

    Or perhaps nobody's been able to do it in a way that's actually good. A lack of past success with certain technologies is no reason to discard any future attempts. If you seriously think the way games currently do first-person motion is perfect, well... I couldn't disagree more.

    And of course when we all have virtual reality headsets in a few years, such realistic movement, momentum, and weight will be superb.

    You can't say whether or not you prefer something without having tried it. That's such an awful attitude to go into a game with — especially for a developer.

  • Erratic
    • May 7, 2008 at 3:02 PM
    • #40
    Quote from ginger_lord

    Ugh, if they have 'momentum' in it...well...thats just going to be annoying. The ability to stop when I want, not 10 paces later over the buildings edge is something I prefer not to have in my games.Its going to be a real fine balance between super annoying and something new, perhaps why nobody has added this so far to any FPS.

    I never understood the preference for 'stopping on a dime' to the momentum/inertia feeling in games. It's basically the reason this:

    [Blocked Image: http://upload.wikimedia.org/wikipedia/en/5/50/NES_Super_Mario_Bros.png]

    beats the shit out of, and continues to beat the shit out of every game to date.

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