Mirror's Edge Playthrough | Part 5

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Mirror's Edge
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Welcome back to Mirror's Edge! As always I hope you enjoyed the video, if you want to see more content like this then please consider subscribing.

What is Mirror's Edge?

Mirror's Edge is an action-adventure platform video game developed by EA Digital Illusions CE (DICE) and published by Electronic Arts. Mirror's Edge 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 brightly colored style and differs from most previous first-person perspective video games in allowing for a greater freedom of movement with regard to its 3D environment, allowing for a wider range of actions—such as sliding under barriers, tumbling, wall-running, and shimmying across ledges; in having no heads-up display; and in allowing a range of vision which incorporated the legs, arms, and torso of the character as frequently visible elements on-screen.

Mirror's Edge is set in a quasi-futuristic dystopian society, in which a network of 'runners', including the main character, Faith, act as couriers to transmit messages while evading government surveillance. In the style of a three-dimensional platform game, the player guides Faith over rooftops, across walls, through ventilation shafts, and otherwise within urban environments, negotiating obstacles using movements inspired by parkour.

n 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.

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