And it changes to three, which works fine. I noticed that there are only two links on the upper right now, there’s plenty of room for four. When my browser is full-screen (as it rarely is), the important part of this site, with the posts and comments, could take up more horizontal space. I’m sad that there are only two posts on the main page, and no ‘next page’ button at the bottom. Just some friendly comments on the way the site is now, disregard if this becomes irrelevant, or you don’t like them: Im thinking of buying it just to gawk at it. So, is Mirrors Edge one of those games that does actually look as good in the game as in the awesome screenshots? I mean, you obviously took them all yourself…but it makes me wonder if they spent a third of the budget on some doodad to polish up screenshots as theyre taken, they just look so god damn good.Īs much as im not into this type of niche platformer thing (i said that before i got Portal too), those shots are mouthwatering. If something in particular stays screwed for more than a few hours, let me know. You should find extranormal phenomena last only a few seconds while I’m tinkering. It’s too hard to prototype most of this stuff offline.Įrm, probably not the place to say but the website alignment is pretty stuffed. James 2.7 will, I think, go up bit by bit over the course of this week. If you hear any drilling, notice any scaffolds or strange new constructions around here, it’s because I’m tinkering behind the scenes a bit. Find out what is in my next post: The Combat In Mirror’s Edge And Why It Fucking Sucks. Of course, that’s not the main thing wrong with Mirror’s Edge. The platforming was never too difficult, to me, but every time I died without knowing why my character didn’t grab the ledge to which I’d propelled her, the irritation was vast. Some objects, like bars, can be grasped when your hands are more than a foot away, other ledges I’ve physically hit and still wasn’t able to hang onto. The main thing wrong with the platforming is the grabbing logic – it’s inconsistent, and it can’t afford to be. The little thrill of extra speed you get for vaulting an obstacle is a subtle but satisfying pat on the back for mastering the game’s unique nuances of environmental interaction. Strung together, flourishes like this surf the game’s acceleration mechanic and cannon you into a hurtling pelt.
For me the finesse is in corner-cutting on a smaller scale: jumping to the center of a high-beam instead of tip-toeing its whole length, tucking to clear a huge jump fully rather than hauling yourself over the threshold, wallspringing to avoid a slow pipe clamber. I’m not keenly interested in major shortcuts – the fastest possible routes skip large chunks of the levels, but they’re large chunks I like. What I appreciate most about it, over third-person platformers, is the freedom of direction when launching myself from whatever wall I’m clung to, running along or flipping from – it gives scope for an elegance that isn’t pre-orchestrated like Prince of Persia’s. This time you speak the language of the levels, and can pronounce your responses with new and fluid verbs. The second time through, with the route-highlighting Runner Vision off, is a new experience. The game’s acceleration-based first-person parkour movement system does scratch the N itch, as I’d hoped. If there are real offices that look this hip, I’m applying. The buildings of Mirror’s Edge suggest its level artists actually are architects, interior decorators and graphic designers, moonlighting at DICE for some extra cash. It’s the burden of level artists that they can’t just be level artists, they have to be architects, interior decorators, graphic designers, key grips, feng shui consultants and engineers. There’s the sad sense of a city gleamingly maintained but otherwise unused.īut beyond that, the design of the place constantly excites me. Even when it’s just a warehouse or factory you’re clambering through, every surface has that fresh paint smell, newly dried matte too smooth and lustrous to have ever been touched. They’ve found a new way of rendering them that dazzles, almost glows. The colours in Mirror’s Edge look like the cordial from which normal hues are diluted. Unfortunately they don’t put their reviews online, so run-don’t-walk to your local newsagents – or to the United Kingdom if you’re not already there.
#MIRRORS EDGE THIRD PERSON PC#
My own review, for PC Format, gives it the score it so obviously deserves – 84%.
PC Gamer’s wildly inaccurate review of Mirror’s Edge went up recently, in which Graham Smith criminally under-rates the game at 83%.