Disposable guns: Mirror’s Edge producer talks about the game’s development

Mirror's Edge - Image 1How did DICE manage to so successfully set their game apart from the competition? Mirror’s Edge (PS3, Xbox 360, PC) producer Tom Farrer guides us through the process during a recent interview.

Mirror's Edge - Image 1 Mirror’s Edge (PS3, Xbox 360, PC) is easily one of the freshest and most unique FPS games available today. The freedom of movement and the sense of immersion is top notch (some might say too top notch. Point of advice: don’t eat right before playing this game).

Like it or hate it, everyone has to admit this game is definitely a change of pace from the usual fare of FPS gun-porn.

So how did DICE manage to so successfully set their game apart from the competition? Mirror’s Edge producer Tom Farrer guides us through the process during a recent interview with MTV Multiplayer.

I’m sure most who have played the game noticed that the level of gunplay we normally associate with traditional FPS games was somewhat lacking. Some might even call it lackluster. Apparently, this was a deliberate decision that contributed to the scope and feel of ME.

“We like the idea of making a game where it felt good to throw the gun away,” said Farrer on the subject.

In fact, Farrer mentioned they even talked about leaving guns out of the game altogether but ultimately decided that doing so would hurt the level of action. The original Faith was supposed to sport a trusty hand gun and assorted other gadgets to help her along her rooftop romps but these were removed in favor of streamlining her for the demands of parkour.

The core of the game revolves around movement, after all. Not shooting. The goal was to put players directly in the place of the protagonist; to give them a feel of the actual movement.

To this end Farrer explained that they opted to discard traditional FPS systems, which have players sort of float across the ground, and used one where the character’s head turns first, then the upper body, then finally, the lower one.

Of course, some concessions were made to achieve “realism” by adding unrealistic elements. There were plans to cut the appearance of Faith’s limbs on the game screen since camera tests with live actors showed that a person in motion rarely sees their own appendages.

However, Farrer explained that people have something of an expectation to see limbs during dynamic movement. “YouÂ’re trying to create the impression of how you, as a player, feel it ought to feel, if you see what I mean,” he said.

Currently on DICE’s plate is the Mirror’s Edge downloadable content that’s already been announced. Although Farrer couldn’t say precisely what we’ll be getting, he hinted that it won’t be what people are expecting… which, I suppose, is to be expected of the team that brought us a game like Mirror’s Edge.



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