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Old 07-27-08, 01:15 PM   #25
Bman212121
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Default Re: Mirror's Edge: Interview + gameplay

@rhuala: My guess is that the red part will be there on easy and normal modes, and the hard mode will probably not have the red to help guide you. As they were saying in the video the red is just there to help you figure out where to go, but you can take other paths besides the red one.

There is no way I could play this game though, they talked about getting rid of motion sickness, but just widening the FOV isn't going to do it for me. I'd have to take some Dramamine before I even try to play the game.
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Old 07-27-08, 02:41 PM   #26
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Default Re: Mirror's Edge: Interview + gameplay

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@rhuala: My guess is that the red part will be there on easy and normal modes, and the hard mode will probably not have the red to help guide you. As they were saying in the video the red is just there to help you figure out where to go, but you can take other paths besides the red one.

There is no way I could play this game though, they talked about getting rid of motion sickness, but just widening the FOV isn't going to do it for me. I'd have to take some Dramamine before I even try to play the game.
Nice, I'm glad that's an option... I think this is a game my wife could actually get into... she says all fps generally look the same and bland and she has no interest in shooting people... would be cool if they have a co-op mode
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Old 07-27-08, 03:01 PM   #27
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I dout you will be able to disable the red hints since its put there so that the player knows where to go at a quick glance. It wouldn't make the game fun by removing them and players having to guess where to go by constantly jumping to their deaths.

I'm sure they will be less abundant in the later levels that are more open but they will always be there. I mean they even explain the reason for it being there... it's the characters six sense... not the actual world thats colored.

This isn't a game that you are suppose to go slow and watch the world, its meant to be played at a quick pace with you always on the move. Like it said all your moves are based of momentum.
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Old 07-27-08, 03:19 PM   #28
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I dout you will be able to disable the red hints since its put there so that the player knows where to go at a quick glance. It wouldn't make the game fun by removing them and players having to guess where to go by constantly jumping to their deaths
There is a difference on giving hints and railing the player.
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Old 07-27-08, 03:48 PM   #29
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Default Re: Mirror's Edge: Interview + gameplay

You will have the option to turn off red hints completely. If you choose to leave red hints on, the numbers of red hints will slowly decreases when you get farther in the game.

I really like the idea of this game, it looks completely different than any other games. Kudos to DICE for trying something new. I'm very interested in this game.
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Old 07-27-08, 04:07 PM   #30
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There is a difference on giving hints and railing the player.
Yes railing means the player has no choice, the red hints are not railing you along since their will be multiple choices, just that they will give you a hint saying that if you jump off here you wont die instantly since this is a choice path.

NaitoSan, I only read it in a single preview that it would be able to disable but never from the developer themselves. I have only seen them mention disabling the red dot. Even if you could disable it, I wouldn't since its how the game is designed and intended on being played.
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Old 07-27-08, 06:45 PM   #31
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Default Re: Mirror's Edge: Interview + gameplay

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Yes railing means the player has no choice, the red hints are not railing you along since their will be multiple choices, just that they will give you a hint saying that if you jump off here you wont die instantly since this is a choice path.
Check the gameplay videos again, after jumping of the red ramp. Red pipes, red door, red vent shaft, red stairs, red door. Also I have a feeling that none of the white doors being passed is interactive. On the developer walk-through he mentions red runner vision will show one of many ways, but f.e. when doing that the red pipes are the only way over the buildings which makes that the "one and only, obvious way" not needing any red marking.

Well its long way off, I just hope it does have multiple possibilities, that it's not only "promotion talk".
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Old 07-27-08, 07:06 PM   #32
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Check the gameplay videos again, after jumping of the red ramp. Red pipes, red door, red vent shaft, red stairs, red door. Also I have a feeling that none of the white doors being passed is interactive. On the developer walk-through he mentions red runner vision will show one of many ways, but f.e. when doing that the red pipes are the only way over the buildings which makes that the "one and only, obvious way" not needing any red marking.

Well its long way off, I just hope it does have multiple possibilities, that it's not only "promotion talk".
It's also a first time public showing, the game is a long ways off. They probably only want to show one way so make it easier on themselves aswell as to avoid any unknown bugs.

E3 demos are always linear because they just want to show you a the premise quickly and direct.
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Old 07-28-08, 09:36 AM   #33
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Default Re: Mirror's Edge: Interview + gameplay

its the BF2 engine i believe
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Old 07-28-08, 10:17 AM   #34
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its the BF2 engine i believe
Nope, It's the UE3.
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Old 07-28-08, 03:49 PM   #35
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QFT. Those would have no logical purpose for being there in reality. They're placed there to make your stunts easier obviously. But, for realism they should have not put the ramps except for in some construction zones. And even then only a small amount of them.
If you listen to the interview that was linked, the developer points out that the 'red' is 'runner vision', or in other words, the runner's experience and instinct. So making things that are useful to the runner pop on screen is the best way to give you that life-long instinct without forcing you to go out to the rooftops and leap between buildings in real life
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Old 08-03-08, 04:09 PM   #36
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Default Re: Mirror's Edge: Interview + gameplay

New 10 minute indoor gameplay

http://www.gametrailers.com/player/u...es/248330.html

i dont know why, but it recall me flashback and Another World

Last edited by Zeus666; 08-03-08 at 04:09 PM. Reason: misprinting
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