
Share via:
-
Facebook
-
X
<p>Nearly 18 years after its debut, *Mirror's Edge* remains legendary for its pristine skyscrapers and brilliant azure skies. Interestingly, this iconic look wasn't actually part of DICE’s original vision.</p>
<div id="ad-unit-1" class="ad-unit"></div>
<p>In a recent retrospective with <a href="https://www.designroom.site/mirrors-edge-an-oral-history/" target="_blank" rel="noopener">Design Room</a>, the developers behind the first-person parkour hit admitted the game was initially destined to mimic the gritty, desaturated aesthetics of its contemporaries, such as *Gears of War* and *Fallout 3*. However, this "corroded" version of the city had an unexpected side effect: it made playtesters physically ill.</p>
<p>Senior producer Owen O'Brien explained that the project originally looked like any other Unreal Engine title of that era. He noted that moving through a hyper-detailed, grimy world at high speeds quickly triggered motion sickness. "We discovered that the nausea was significantly reduced by making the environments cleaner and less intricate," O'Brien stated.</p>
<div id="mid-article-leaderboard" class="ad-unit sm:hidden block" style="height: 100px;"></div>
<p>It seems players' equilibrium practically demanded a more polished, minimalist visual style. This physiological feedback ultimately worked in the game's favor, helping *Mirror's Edge* escape the "brown and gray" trend that dominated the 2008 gaming landscape.</p>
<div id="ad-unit-2" class="ad-unit"></div>
<p>Art director Johannes Söderqvist described the initial art style as "generic," featuring stereotypical dystopian elements like dilapidated New York-style rooftops and rusted water towers. While he admitted it looked "good" in a traditional sense, it lacked a distinctive identity. By pivoting away from that gritty realism, the team traded urban decay for the sleek, futuristic silver spires that now define the series.</p>
<p><em>Looking for more high-flying action? After an 11-year hiatus, Assassin's Creed Mirage has brought back the dedicated jump button, a parkour staple fans have missed since the days of Unity.</em></p>
<div style="min-height: 250px;" id="quiz-container">
<div class="kwizly-quiz kwizly-XZB32X"></div>
</div>
<script src="https://kwizly.com/embed/XZB32X.js" async></script>
<script type="text/javascript">
window.sliceComponents = window.sliceComponents || {};
externalsScriptLoaded.then(() => {
window.reliablePageLoad.then(() => {
var componentContainer = document.querySelector("#slice-container-newsletterForm");
if (componentContainer) {
var data = {
"layout": "inbodyContent",
"header": "Join the GamesRadar+ Community",
"tagline": "Get the best gaming news, reviews, and features delivered to your inbox.",
"formFooterText": "By signing up, you agree to our <a href='https://futureplc.com/terms-conditions/' target='_blank'>Terms</a> and <a href='https://futureplc.com/privacy-policy/' target='_blank'>Privacy Policy</a>.",
"successMessage": {"body": "You're all set! Watch your inbox for a confirmation email."},
"failureMessage": "Something went wrong. Please try refreshing the page.",
"method": "POST",
"inputs": [
{"type": "email", "name": "MAIL", "placeholder": "Your Email Address", "required": true},
{"type": "submit", "value": "Sign Up", "required": true}
],
"endpoint": "https://newsletter-subscribe.futureplc.com/v2/submission/submit"
};
if (window.lazyObserveElement) {
window.lazyObserveElement(componentContainer, () => window.sliceComponents.newsletterForm.hydrate(data, componentContainer));
} else {
window.sliceComponents.newsletterForm.hydrate(data, componentContainer);
}
}
});
});
</script>
<div id="slice-container-newsletterForm" class="slice-container"></div>
Source: gamesradar.com


