We're surprised. Not because Mirror's Edge is a dull game - it's a fascinating attempt to repurpose mechanics in a way that nobody else has dared. Not because Mirror's Edge is a risky proposition - after all, last year's biggest games included Portal, BioShock, Crackdown and Mass Effect, and this year looks to be ruled by the likes of LittleBigPlanet, so new IP is definitely hitting home. But we are surprised, because Mirror's Edge is the sort of game that you have to really work with to get. No doubt you'll be filling in more of your impressions now that the demo's available on PlayStation Network and Xbox Live, but if the game's reception at the Expo is anything to go by, the new-look EA is not just delivering on John Riccitiello's aim to produce new games in addition to the usual rush of sequels, but capable of turning out original ideas in the process. Whether or not the finished game stands up to extended inspection, we want more of this please, EA. Thanks.
And thanks to all of you who voted.
The 360 version seems to have a bit more AA but it's still noticeable. The most annoying thing (on both versions) are the lines on the objects moving back n' forth, up and down. Is this is a result of aliasing? The game PQ is all about being clean and defined and the lack of AA really hurts that. Overall, the gameplay doesn't do anything for me.
This game´s lighting is very very good. Geomerics´ global ilumination solution. The same as Killzone 2...
Beast
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Beast is a game engine-independent content pipeline tool used for advanced global illumination and dynamic relighting of characters.
Why game developers love Beast:
* Enhances the visual quality of your game. Get the artistic results you want with advanced global illumination, giving your game more realistic lighting effects.
Courtesy of EA Digital Illusions Creative Entertainment Courtesy of EA Digital Illusions Creative Entertainment Courtesy of EA Digital Illusions Creative Entertainment
Beast is used to bake light maps, shadow maps and point clouds with advanced global illumination.
o Color bounces and colored shadows from transparent objects.
o Natural looking shadows affected by light bounces.
o Soft shadows from point lights, directional lights and area lights.
o Create light from a HDR environment giving natural lighting in the entire scene without adding a single light source.
o Dynamically relight objects and characters using light probes precalculated by Beast. Lighting of characters and other dynamic objects is affected by emissive objects and light bouncing off other objects.
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* Boosts productivity and reduces the effort needed to create stunning art. Let your artists concentrate on how they want the game to look rather than spending countless hours trying to achieve it. Beast gives your artists an easy workflow while still allowing them full control over the end result.
Colored shadows, color bounces and natural looking shadows Lighting from HDR environments creates natural lighting with little effort Emissive materials automatically contribute to the lighting
Moving light sources and objects around in a scene affects the lighting without any need to add or adjust bounce lights or other workarounds needed to "fake" global illumination. Emissive materials and transparent objects contribute to the lighting without any extra work. Get natural looking lighting using image based lighting from HDR environments.
* Reduces cost, risk and time-to-market. Beast is used in a number of different AAA titles to ensure that the visual quality bar is met on time every time. No matter what game engine you are using, Beast will help you get better results with less effort.
Illuminate Labs is a member of Epic Games' Unreal Engine 3 Integrated Partners program and Beast is fully integrated with the Unreal Editor. More information is available on our Unreal Engine integration page.
Beast has also been successfully integrated with Gamebryo as well as several in-house game engines.
Like Arwin, I was hoping this game will add motion sensing to the gameplay. I wondered if DDR Mat is applicable here. SIXAXIS "jerks" may be good for the jump, and the kick jump situation above too -- if they can capture the jerk direction accurate and fast enough.
I ran through the tutorial very quickly, so I didn't get any SIXAXIS hints. Will have to try myself.