http://uk.ign.com/articles/2013/06/27/e ... ium=socialAfter years of leaks and rumors, EA finally made it official at E3 and announced a new Mirror’s Edge. While we don’t know much about its story and gameplay just yet, we spoke with EA Labels president Frank Gibeau to find out why now is finally the right time for the franchise to return.
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That extra computing power is going to be able to take Mirror’s Edge to the next level.
“I think the time is right now because we’ve got a creative idea,” Gibeau told IGN. “We have a great story planned. With all the gen 4 technology, we can re-create that magic of running across rooftops and experiencing a city from a different point of view through the character of Faith. Performance, animation, all those technologies that are now in gen 4, that extra computing power is going to be able to take Mirror’s Edge to the next level. We’ve always been thinking about it, but a bunch of things came together – the right story, the right leadership team, and the right capabilities from this new hardware – that got us to commit and go for it.”
Gibeau also believes that since the new game is an origin story it will pull in fans who haven’t played the original Mirror’s Edge.
“Our goal in any product is to try and grow the audience,” Gibeau explained. “We’re definitely taking into account the opportunity to reach a bigger group of people. We think we’ve got the right story and accessibility that can do that. It’s a title that did multiple millions of units, so it has a fairly widespread audience. It’s not an art film. But we do see an opportunity to grow it.”
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It’s an action game, and we’re looking at how you make a gen 4 action game feel alive and big and epic.
Gibeau wouldn’t say anything about gameplay details, simply telling us “I’ll leave that to the team to clarify and elaborate. It’s an action game, and we’re looking at how you make a gen 4 action game feel alive and big and epic. Those are different things that we’re looking at.”
Since Mirror’s Edge will be powered by DICE’s Frostbite 3, we asked Gibeau about the studio’s two engine approach and how Frostbite differs from the next-gen EA Sports Ignite engine.
“They’re solving different problems,” Gibeau explained. “When you’re in an octagon with two guys, you don’t really need to have a building fall over. The rendering is very different in both engines, because they have very different problems that they’re solving. But they do share sub-components, like animation systems. We actually brought the sports animation system over to Frostbite. There are some things under the hood that they share, but where it makes sense to create an exceptional football game or a UFC experience, we’ve directed the technology to be able to deliver that in an uncompromising way. On the Frostbite level, when you’re trying to build a dragon or a tank or having jets fly by, it’s a very different problem to solve. Frostbite has different rendering. It has different pipelines. We are very comfortable having two engines. We were operating in a world where we had 22. The fact that everybody can have the same hammer and screwdrivers means that instead of fighting the technology and spending engineering time on building new engines, they can spend that time on crafting a great game.”