Let's Play Mirror's Edge - Chapter/Level 3: How do I play this game anyways?

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Mirror's Edge
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Let's Play
Duration: 5:40
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Let's Play Mirror's Edge - Chapter/Level 3: How do I play this game anyways?

Seriously, I was seriously tempting to drop this game due to how annoying it is to set-up. The way I use OBS (Open Broadcasting Software), or as far as I can tell, Mirror's Edge does not record correctly without in a Window. BUT, whenever you try to put it in Windowed mode, or even Alt-Tab, the game freezes and puts a black screen which blocks 70% of the actual screen. Conveniently, it also covers up the portion where Task Manager opens up to, so I can't End Task every time it does this. I must log out and re-log back into my computer, restarting all programs and what-not.

1st time I did a recording, was bad. I had no idea what to do, but some scripts later and I was in business. 2nd time went like a breeze, nothing bad happened and was able to up the quality. 3rd time, this attempt, everything FAILED for no foreseeable reason, took me 2 hours to fix/figure out what was wrong, which lead to reducing some Quality of the video and part of the game which I don't believe is very noticeable.

I REALLY hope it doesn't happen again, and I can just finish the game with no hassle.

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In Mirror's Edge, the player controls the protagonist, Faith, from a first-person perspective as she is challenged to navigate across a gleaming city, by jumping between rooftops, running across walls, and gaining access to buildings through ventilation shafts. This is accomplished by use of techniques and movements inspired by the discipline of parkour. According to senior producer Owen O'Brien, Mirror's Edge aims to "convey ... strain and physical contact with the environment", with the goal of allowing a freedom of movement previously unseen in the first-person genre. In order to achieve this, camera movement pays more attention to character movement. For example, as Faith's speed builds up while running, the rate at which the camera bobs up and down increases as well. When a roll is executed, the camera spins with the character. Faith's arms, legs, and torso are prominent and their visibility is used to convey movement and momentum. The character's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.

In gameplay, the character's momentum becomes an asset. The player must attempt to conserve it through fluidity of physical actions, encouraging the creation of chains of moves. If Faith does not have the momentum required to traverse an object, she will fall off or short of it. Controls are simplified by being context-sensitive; the "upwards movement" button will cause Faith to traverse an obstacle by passing over it (i.e., by jumping, vaulting, climbing, or grabbing set pieces like zip-lines) while the "downwards movement" button will cause her to perform other manoeuvres like sliding, rolling, or crouching. To assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which emphasises environmental pieces useful for progression. Certain pipes, ramps, and doors are highlighted in red as Faith approaches, allowing the player to instantly recognize paths and escape routes. Further along in the game, the number of these visual hints is reduced to only the end goal, and the player can opt to turn off this hint system entirely. It is also 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", a form of bullet time activated by the player, slowing down time and allowing the player to plan and time their next move without losing momentum or tactical advantage.

The player character can hold weapons, but 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 focuses on finding the best route through the game's environments while combat takes a secondary role. Completing the game without shooting a single enemy unlocks an achievement for the player. 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; the heavier the gun, the more it hinders her movement. This introduces an element of strategy in determining when to trade agility for short-term firepower.


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