Mirror's Edge
Mirror's Edge is a first-person action game set in a dystopian society ruled by a totalitarian regime that exercises a high amount of surveillance on citizens. The city has a clean look, with bright cold tone visuals that are mainly white with hints of orange. Players control Faith, a female runner who transfers information by moving over the roofs of the city as all other forms of communication are monitored. She grew up alone in the streets when her mother died during the November Riots and her father deserted her shortly after. She was taught as a little girl by a man called Mercury, who caught her breaking in and was impressed with her skills. Hunted down by a government agents, she needs to find a way to free her sister.
Based on the principles of parkour, the focus is on the freedom of movement. Although the game path is largely linear, the controls are largely context-sensitive and she needs to string up moves to build up a fluid flow of movement, by running up walls, sliding below fences, or by jumping, vaulting or climbing, using pipes, ramps or using objects as zip-lines. The emphasis on movement is enhanced through the camera, which spins, or bobs up and down according to the speed, and the prominent visibility of her arms, legs and torso. The game is also largely HUDless. When Faith is hurt, the city's colours desaturate. To assist the player in this fast-paced movement, the game applies Runner Vision where environmental pieces are highlighted when they occur to Faith as possible escape routes. In complex situations, Reaction Time, a form of bullet time, can be applied to slow down the pace without losing momentum.
Even though Faith generally needs to run from agents who chase her on foot or from helicopters, she can attack them using melee combat, or disarm agents to grab and wield their weapons. The game takes place both outside, and inside buildings and there are ten chapters in total. The story is furthered through animated films between the missions, not using the game engine. Next to the main story mode, there is a time attack mode with portions of levels and the fastest times are shown as red runners who act as ghosts. While playing, hidden messenger bags can be collected to unlock extras.
Based on the principles of parkour, the focus is on the freedom of movement. Although the game path is largely linear, the controls are largely context-sensitive and she needs to string up moves to build up a fluid flow of movement, by running up walls, sliding below fences, or by jumping, vaulting or climbing, using pipes, ramps or using objects as zip-lines. The emphasis on movement is enhanced through the camera, which spins, or bobs up and down according to the speed, and the prominent visibility of her arms, legs and torso. The game is also largely HUDless. When Faith is hurt, the city's colours desaturate. To assist the player in this fast-paced movement, the game applies Runner Vision where environmental pieces are highlighted when they occur to Faith as possible escape routes. In complex situations, Reaction Time, a form of bullet time, can be applied to slow down the pace without losing momentum.
Even though Faith generally needs to run from agents who chase her on foot or from helicopters, she can attack them using melee combat, or disarm agents to grab and wield their weapons. The game takes place both outside, and inside buildings and there are ten chapters in total. The story is furthered through animated films between the missions, not using the game engine. Next to the main story mode, there is a time attack mode with portions of levels and the fastest times are shown as red runners who act as ghosts. While playing, hidden messenger bags can be collected to unlock extras.
Mirror's Edge : Catalyst
Mirror's Edge: Catalyst is a re-imagining of the 2008 game Mirror's Edge. It takes place in a futuristic location known as the City of Glass. The dystopian city is ruled by a Conglomerate that has turned the citizens into mindless slaves pursuing status and wealth. Faith Connors, the same protagonist of the first game, is one of the people who lives off the Grid, the large networking system that connects (and spies on) everyone and everything. She works as a runner who roam the rooftops of the city as couriers as well as burglars. They have been tolerated by the Conglomerate and their K-Sec security forces for a few decades, but that soon changes early in the game. It starts at the moment Faith is released from prison and returns to her runner friends, but flashbacks also reveal her past, what happened to her family and how she became involved with different people. Why she was is prison is soon explained and she needs to repay a debt to the crime boss Dogen. During a K-Sec headquarters heist she ignores orders and steals a hard drive that overthrows the fragile equilibrium that was in place, and soon K-Sec cracks down hard on the runners, attempting to reclaim the hard drive. With the help of runners, the militant organization Black November and other characters, she soon learns of a sinister project called Reflection, which threatens to change Glass and its citizens entirely, unless Faith can stop it.
Just like the original it relies heavily on parkour movement to explore the city, escape, find entrances, and take out or disarm opponents. Moves such as jumping, sliding, climbing, balancing, wall running, swinging, rolling, diving through windows, using ziplines and a grappling hook-like MAG Rope, and kicking in doors can be strung together quickly. Certain parts can be revisited with upgrades, for instance with the MAG Rope, to reach locations that were previously inaccessible. As in the first title elements in the environment turn bright red to show they can be used when Runner's Vision is activated, sending out a pulse. Optionally these markings can be made less prominent or even be removed altogether. Enemies can be targeted with melee attacks, always with the aim to get rid of them as quickly as possible. Punches and kicks have a different effect based on the movement speed and when running at top speed a type of shield is built up that makes Faith largely invulnerable as long as she keeps moving at that speed. Kicks and punches can be steered in a certain direction, for instance to knock down guards off buildings or against each other. Guns can no longer be used as they are tied to their owners using biometrics. Entirely new for this game is that the city has been turned into an open world that can be explored in any direction, instead of a series of a set of linear levels. While there is a main story path to follow, there are many side missions and jobs that can be freely pursued as well. There is also a large game map where waypoints can be set to move around quickly.
By completing missions Faith earns experience that is eventually turned into upgrade points. These can be spent on movement, combat and gear, upgrading her abilities through different skill trees for each category. New for this game is that not all moves are available right away and need to be unlocked gradually, such as the 180-degree turn, the double wall run or a quick sidestep. The game has time trial missions with leaderboards where the ghosts are shared with friends so they can attempt to beat your score, using the Social Play feature. It is also possible to design and share custom routes as challenges. Next to regular missions based on movement and incorporating combat, there are new types of tasks called grid node puzzles. They are slower than others, focusing on finding the correct route in a busy environment, but it also incorporates a laser security system where Faith's moves can be used to get past the security lasers. Most of these are optional missions to unlock fast travel points. Other missions involve deliveries, distraction missions (keep the K-Sec busy), and Dash missions (race against the clock). There are also five types of collectibles: Documents, Electronic Parts, GridLeaks, Secret Bags and Surveillance Recordings. Certain billboards can be hacked to display a selection of logos.
Jack Lorski, a journalist, and his girlfriend Karen Gijman have gone missing while investigating a serial killer. The only clue to their whereabouts is a CD-ROM made by somebody calling themselves the PHOENIX. Can you de-code the CD and find Jack and Karen before it's too late?
The game is a series of challenging puzzle games that must be completed to progress through the clues and reveal the rest of the story. Some of the games stand alone, some require internet access to research the solutions, and a few of the puzzles require e-mail help from other game characters.
Just like the original it relies heavily on parkour movement to explore the city, escape, find entrances, and take out or disarm opponents. Moves such as jumping, sliding, climbing, balancing, wall running, swinging, rolling, diving through windows, using ziplines and a grappling hook-like MAG Rope, and kicking in doors can be strung together quickly. Certain parts can be revisited with upgrades, for instance with the MAG Rope, to reach locations that were previously inaccessible. As in the first title elements in the environment turn bright red to show they can be used when Runner's Vision is activated, sending out a pulse. Optionally these markings can be made less prominent or even be removed altogether. Enemies can be targeted with melee attacks, always with the aim to get rid of them as quickly as possible. Punches and kicks have a different effect based on the movement speed and when running at top speed a type of shield is built up that makes Faith largely invulnerable as long as she keeps moving at that speed. Kicks and punches can be steered in a certain direction, for instance to knock down guards off buildings or against each other. Guns can no longer be used as they are tied to their owners using biometrics. Entirely new for this game is that the city has been turned into an open world that can be explored in any direction, instead of a series of a set of linear levels. While there is a main story path to follow, there are many side missions and jobs that can be freely pursued as well. There is also a large game map where waypoints can be set to move around quickly.
By completing missions Faith earns experience that is eventually turned into upgrade points. These can be spent on movement, combat and gear, upgrading her abilities through different skill trees for each category. New for this game is that not all moves are available right away and need to be unlocked gradually, such as the 180-degree turn, the double wall run or a quick sidestep. The game has time trial missions with leaderboards where the ghosts are shared with friends so they can attempt to beat your score, using the Social Play feature. It is also possible to design and share custom routes as challenges. Next to regular missions based on movement and incorporating combat, there are new types of tasks called grid node puzzles. They are slower than others, focusing on finding the correct route in a busy environment, but it also incorporates a laser security system where Faith's moves can be used to get past the security lasers. Most of these are optional missions to unlock fast travel points. Other missions involve deliveries, distraction missions (keep the K-Sec busy), and Dash missions (race against the clock). There are also five types of collectibles: Documents, Electronic Parts, GridLeaks, Secret Bags and Surveillance Recordings. Certain billboards can be hacked to display a selection of logos.
Missing
Jack Lorski, a journalist, and his girlfriend Karen Gijman have gone missing while investigating a serial killer. The only clue to their whereabouts is a CD-ROM made by somebody calling themselves the PHOENIX. Can you de-code the CD and find Jack and Karen before it's too late?
The game is a series of challenging puzzle games that must be completed to progress through the clues and reveal the rest of the story. Some of the games stand alone, some require internet access to research the solutions, and a few of the puzzles require e-mail help from other game characters.
Mission: Impossible (PS1)
Tie-in of the popular movie Mission: Impossible, this is a third-person action stealth game with 24 levels. Playing the secret agent Ethan Hunt, the player has to fight international terrorists. Assisted by his IMF team, he sneaks into enemy bases, blows up ammunition depots, retrieves stolen information and takes out the terrorists.
The plot is loosely based on the movie; Ethan Hunt is framed and has to prove his innocence which he is only able to do with the help of his good friends from the IMF team.
The plot is loosely based on the movie; Ethan Hunt is framed and has to prove his innocence which he is only able to do with the help of his good friends from the IMF team.
Mission Impossible (NES)
Your mission, if you choose to accept it, is to rescue Dr. O and Shannon from the grubby clutches of the Sinister Seven as quickly as possible. As you fight your way through each area, you must obtain information and vital ID cards. Your progress is blocked at every turn by acid flames, raw sewage, scorching steam, high voltage electricity and poison gas.
You can choose from three agents, Max, Grant and Nicholas, according to the situation at hand. Each is equipped with two types of weapons which can be interchanged according to the surroundings. If an agent's life gauge runs out the next agent in line will take his place. If you complete an area successfully then the knocked-out agents will rejoin the team at the beginning of the next area.
The game is made up of six areas with the first and last consisting of two stages. Two of the areas auto-scroll with all three agents in play at once.
You can choose from three agents, Max, Grant and Nicholas, according to the situation at hand. Each is equipped with two types of weapons which can be interchanged according to the surroundings. If an agent's life gauge runs out the next agent in line will take his place. If you complete an area successfully then the knocked-out agents will rejoin the team at the beginning of the next area.
The game is made up of six areas with the first and last consisting of two stages. Two of the areas auto-scroll with all three agents in play at once.
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