Original Mirror's Edge 1 \ Xbox One X Enhanced Gameplay
Mirror's Edge is a first-person action-adventure platformer developed by EA DICE and published by Electronic Arts. The game was announced on July 10, 2007, and was released for the Xbox 360 and PlayStation 3 in November 2008. A Microsoft Windows version was released on January 13, 2009. 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.
Mirror's Edge is set in a quasi-futuristic dystopian society, in which a network of 'runners', including the main character, Faith Connors, 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. The game has a brightly-colored, minimalist 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. This allows 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 has received positive reviews, with the PC version garnering a Metacritic aggregated score of 81. The game's uniqueness and its expansive environments have received praise, while criticism has centred on its weakness of plot, trial and error gameplay, and short length. The game won the Annual Interactive Achievement Award for Adventure Game of the Year. A soundtrack featuring remixes of the final credits song "Still Alive" by Swedish singer Lisa Miskovsky was also released. A side-scroller mobile game, also titled Mirror's Edge, was released for iPad on April 1, 2010, and for the iPhone on September 2, 2010. The mobile game was ported to Windows Phone on July 13, 2012, with an initial exclusivity period for owners of Nokia Lumia phones. A reboot, Mirror's Edge Catalyst, was officially announced at the Electronic Entertainment Expo 2013 and released on June 7, 2016.
Developer(s) EA DICE
Publisher(s) Electronic Arts
Director(s) Senta Jakobsen
Producer(s) Owen O'Brien
Designer(s) Thomas Andersson
Programmer(s) Per-Olof Romell
Artist(s) Johannes Söderqvist
Writer(s) Rhianna Pratchett
Composer(s) Solar Fields
Engine Unreal Engine 3
Platform(s) PlayStation 3, Xbox 360, Microsoft Windows, iOS, Windows Phone
A uniformed soldier, standing on a rooftop, falls back after being kicked. Two arms and a leg belonging to the player's character are visible.
Mirror's Edge features a realistic first-person view, with the character's limbs visible during hand-to-hand combat.
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 ass
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