In Mirror's Edge fragile Faith takes on an army of aggressive law enforcement. She has no weapons and can really only run to continue. From the hands of the police Is that fun?
Played on: Xbox 360 Also Appears on: PlayStation 3, PC
Faith is a young woman of Asian descent. The game follows her first experiences in the ranks of the Runners, an underground movement that seeks higher. In the intro of the game is clear that the world Faith lives much like that in 1984 ", the classic book by George Orwell. The city in which they live, there used to be a as we now know sometimes. The citizens had freedom, but were tormented by crime and insecurity. Since the city council wanted to do something about it and chose a proven concept: muscle language. Since then, everywhere heavily armed security forces - in the game 'the Blues "called - who control everything. Any form of communication is intercepted, and most people do meekly what the regime wants them. However, there is a resistance movement and who does not want her communications were intercepted. Therefore be deployed Runners running couriers who convey messages. However, the street is the domain of security forces that the existence of the Runners are aware. The runners are forced to choose that they stay out of sight of the police. Their route as They find it especially higher and try to deliver. Their packets via the roofs of many skyscrapers in the city But where the overhead is not working, Faith will also try to find, through sewers, subway tunnels and underground factory complexes. Regular underground her way
*Runner Vision
The game begins when Faith her first job as a runner is assigned. Before she sets off she gets the principles of the profession explained by the experienced Celeste, which arises how you can jump from apartment to apartment and especially how to make the setting. Involves the use The first cell that explains how a runner sees the world. Faith, through whose eyes you look into the game world, sees the world only in shades of gray, with here and there colored accents, orange, red and blue here and there. These are the parts of the environment where they can make progress. Use So there are tubes through which they can climb up woodwork that can serve as a springboard and cables along which they can slide down. You can choose whether you want to use Runner Vision. Use If you want any help, you can also turn off the red markings. Not all objects are helpful incidentally red, some colors only if you're in the neighborhood. The white image does indicate that Faith actually has little interest in her surroundings, while still impressive enough. Although predominantly gray tinted, there is enough detail, even though the levels are quite up to standard. Many life is unfortunately not to be found in the city where Faith lives. In addition to the Blues and an occasional supporting role player they come up against. The city population knows, if you on top of the flats is far below you see the cars you drive. If you go down to street level, which, however, disappeared and you will find only agents.
Played on: Xbox 360 Also Appears on: PlayStation 3, PC
Faith is a young woman of Asian descent. The game follows her first experiences in the ranks of the Runners, an underground movement that seeks higher. In the intro of the game is clear that the world Faith lives much like that in 1984 ", the classic book by George Orwell. The city in which they live, there used to be a as we now know sometimes. The citizens had freedom, but were tormented by crime and insecurity. Since the city council wanted to do something about it and chose a proven concept: muscle language. Since then, everywhere heavily armed security forces - in the game 'the Blues "called - who control everything. Any form of communication is intercepted, and most people do meekly what the regime wants them. However, there is a resistance movement and who does not want her communications were intercepted. Therefore be deployed Runners running couriers who convey messages. However, the street is the domain of security forces that the existence of the Runners are aware. The runners are forced to choose that they stay out of sight of the police. Their route as They find it especially higher and try to deliver. Their packets via the roofs of many skyscrapers in the city But where the overhead is not working, Faith will also try to find, through sewers, subway tunnels and underground factory complexes. Regular underground her way
*Runner Vision
The game begins when Faith her first job as a runner is assigned. Before she sets off she gets the principles of the profession explained by the experienced Celeste, which arises how you can jump from apartment to apartment and especially how to make the setting. Involves the use The first cell that explains how a runner sees the world. Faith, through whose eyes you look into the game world, sees the world only in shades of gray, with here and there colored accents, orange, red and blue here and there. These are the parts of the environment where they can make progress. Use So there are tubes through which they can climb up woodwork that can serve as a springboard and cables along which they can slide down. You can choose whether you want to use Runner Vision. Use If you want any help, you can also turn off the red markings. Not all objects are helpful incidentally red, some colors only if you're in the neighborhood. The white image does indicate that Faith actually has little interest in her surroundings, while still impressive enough. Although predominantly gray tinted, there is enough detail, even though the levels are quite up to standard. Many life is unfortunately not to be found in the city where Faith lives. In addition to the Blues and an occasional supporting role player they come up against. The city population knows, if you on top of the flats is far below you see the cars you drive. If you go down to street level, which, however, disappeared and you will find only agents.

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