Hey everyone! The user Ronyx69 brought to my attention that a specific feature I omitted from the script actually did make it into the game! As mentioned in the video, the concept of the Runners Bubble encompasses everything relating to environmental sounds emitted around the player. One feature that I couldn't verify in my many hours of playtesting, were the "Dead Objects". Dead Objects are props in the environment that when standing still or walking past them at a low speed wouldn't emit any sounds, but if running past them they would emit whooshing sounds. Somehow I couldn't directly hear those sound emissions in my playtests, but today I got a comment from Ronyx69 proving that this system does indeed exist in the final game. Here is a video example: ua-cam.com/video/sR50T48Azgs/v-deo.html Very sorry for this mistake! I hope that no more errors are present in the video, but if there are I will be quick to update this pinned comment to inform all of you guys. Thanks :) I also want to take the opportunity here to say: Thank you to everyone who has been sharing the video on forums like sub-reddits! It helps IMMENSELY that people share the video around on larger forums. If you feel like helping the channel out, share the video around more on populated sub reddits that allow the sharing of videos like these. I would do it myself, but if I shared my video around myself I would be violating the self promotion rules most subs have put in place. Love you guys, have a good day!
I'm frequently surprised by just how much DICE were able to do with, essentially, a mostly-vanilla build of early Unreal Engine 3. I've spent a lot of time exploring the worlds, going out of bounds, and analyzing the levels in the editor. It's nice to get a perspective on the sound design too. With all the time I spent playing it, the fact that I never got tired of hearing the footsteps and breathing is a testament to the work put into it.
One thing Magnus Walterstad told me in relation to the sound design, was that just like tiling textures repeating on walls, hearing the same sounds over and over again in an obvious manner is immersion breaking. That is why we don't get tired of the soundscapes in Mirror's Edge, sounds don't feel like they repeat much!
i will always thank the original DICE members for creating this game. i was lost, then i saw the ad for ME 2008. i was immediately blown away by such unique gameplay by a small trailer. thank you, original DICE. i was lost and then this game helped me find a career in being a PK runner. i will never forget this. i will also add in my husband who has been extremely supportive of my endeavours and the difficulties i had navigating to becoming a PK instructor while balancing life.
holy shit I had no idea how in depth the footstep and environment sounds were in this game. I remember the music but never really considered how the sound design made the game so fun to play.
I loved that mirrors edge was so different from everything else at the time, and the fact that it is still being talked about 14 years after its release shows how influential it was. I really enjoyed watching this, thank you.
The Music is often underappreciated in movies and video games, but the Sound Design (which might be the most important aspect of any media) is almost always the unsung hero.
Honestly I prefer the final version over the dynamic system. The music tells me how to move and gives me a sense of urgency. When it was getting quieter and calmer when you stopped it kind of felt wrong because we're being chased, we should be running right now
Honestly, a more middle of the road approach would be perfect. The dynamic sound design that was crafted for this video could still make the game more immersive; When you lose sight of the cops for a little time, some of the audio tracks could be slightly "dampened" or "drowned out a little" which could emphasize the the atmosperic part of the soundtrack without omitting parts of the soundtrack. Nevertheless, the final product is astounding either way!
Every time I messed up, and I heard Faith breathing increase from fear of dying (before she dies) I actually apologized to the game character in real life. "I'm so sorry Faith, I'll do better I promise"
Awesome video! The sound design in this game has always been super creative. Another example of the transformative foley in Mirror’s Edge is the glass sliding sound-if you take it and pitch it down a few octaves, it’s clear that it’s the sound of tires screeching during a burnout.
I've spent well over 400 hrs speedrunning the game and I can't say I've ever appreciated its sound as much as I do now after this video. Incredible job, honestly deserves 10x the views it has rn
Very glad you liked the video! I hope it gets more traction some time down the road, but I bet you know how UA-cam can be with suggesting content... Feel free to send me one of your speedruns if you dont mind, I would love to check it out!
Watching these gameplay clips reminds me just how incredible the animation work was. It's an area where Catalyst really, really failed; and I think that's why the original Mirror's Edge feels so visceral and believable in comparison.
This game was awsome, and the gun sound made a real impact you know. I was bummed that they didnt pick up where the first game ended Just to make some more futuristic catalyst
Don't know if you check comments here still but seeing a 40 minute masterfully created documentary on a game that defined like eight years of my childhood by itself was really nice. Your voice, editing style, footage, everything about it was basically a masterclass on how to present a documentary style video, and on one of my favourite games no less. I thought there was nothing more I could learn about this game, and to be honest I did notice a lot of the in your face sound design you pointed out, but the subtlety of some of the sound design choices escaped even me. Very *very* happy to have watched this
It has been so long, but still, the Mirror's edge 2008 remains the best game for me. Your video provides amazing insights about engineering and developement. Thanks a lot for your hard work
One of the best sounding games I've ever played. I still fire up Mirror's Edge regularly just to "go running" because it's up there with the likes of Burnout when it comes to depicting the sheer sense of speed while dashing through the environment. Makes sense that there's a Criterion connection, haha! That notion of objects making sound only at high speed goes right back to the traffic in those games making dramatic whooshes as you dash past.
As a huge fan of this game as well as Catalyst, I'm so glad to have found this brilliantly made video displaying this gem and its glorious sound design.
Just finished watching! Wow! Learned a lot of new things about my favourite game now, so that was very much appreciated, and developer interviews... just wow!! Thank you so much for making this! I was wondering... the photos you are displaying, were they sent to you by the devs you interviewed, and were they said to be specifically of Mirror's Edge's development, or just general photos of foley work? I have a few more questions to you as well, are you on Discord? It's not optimal to ask everything here, I think. I'd love to see a video on Catalyst as well, as it features a stem-based system, and in many ways takes Solar Fields' work to the next level!
Heya! The pictures have been provided to me by an ex developer, and those pictures are specifically from Mirror's Edge foley sessions! The Blue shoes for instance actually are Faith's shoes ;) I asked Walterstad if he would be willing to chat again about Catalyst, and he agreed. I bet Solar Fields would love to chat again too. I first have to finish Catalyst and replay it a few times to get a feeling of what I would love to talk about there. Thanks for the share, and thanks for watching!
Thank you for taking the time to introduce people to the art and talent in the sound industry. When I was doing live audio, we had a joke. That joke went "If the audience notices your work, you're doing something wrong."
This is one of the most in depth and entertaining videos I've seen about Mirror's Edge sound design this video definitely shows how genuinely interested you are in the topic and I just love it!
I was looking around on UA-cam to see if any other creators had covered Mirror's edge and I stumbled upon this amazing video. This video deserves a lot more attention, it's so in depth! I was wondering how you got the 'free cam' shots, where you get the camera away from Faith to get unique angles. Is it a script or mod? Would love to get some cool shots for my own video. Keep doing what you're doing!
Thank you for the encouraging words! The next sound design episode I have been working on (on Chivalry 2) just exited production, so that one will release on the 25th and hopefully it will direct some attention towards this production too :) The free cam shots are possible by using Cheat Engine. At some point it was possible to edit the config files or ini files of the game but it didn't work for me, maybe because I was just too incompetent to get it running. With Cheat Engine I loaded a table for this game which specifically was a free cam table, so it gave you all of the tools to move the camera around and in general you have much more control with the Cheat Engine table than you have with a traditional freeroam camera. Although, it is VERY janky to use and you will have to get used to it, mainly to most of the controls being tied to the numpad, even the camera movement controls. To get the "smooth motion" looking shots you have to make sure to go as slow as you can, as the camera movements are not interpolated, so change the FOV as slowly as possible if you want to "zoom in" on an object, and move the camera on the slowest speed possible and potentially speed it up artificially later to get the smooth camera movements. It is a pain in the ass, but man is it worth it! I cannot find the cheat engine table I used right now so you will have to do some research for now, but I will check out the filename again in just a bit and update you on a link where you can get a table for this game from. Have a great day and many thanks for watching!
@@Cheecken I've got the traditional CheatEngine table to work but as you said the movement is way too janky to get any good footage out of it. I couldn't find the free cam table you were talking about though, any chance you have a link for it? Thanks in advance!
@@GameTalesHQ were freecam options in the cheat engine table? If yes, that might have been the table I used! I will check my computer files again if I can find the table give me a second. Also, new Sound Design video dropped if you want to watch :)
@@GameTalesHQ I found the tool framedsc.com/GameGuides/mirrors_edge.htm How I did the cinematic shots was like this: I moved the camera very very slowly. You will have incredibly slow camera movements but they will be smooth enough as a final result!
Sound design is one of my favorite parts in games. Mirror's Edge shows how to do it right with impactful effects. Tons of details in these sounds wow, the devs truly created a world with them, another reason why games are an artform. I love Foley and the huge part it plays in media, not enough people appreciate it! Awesome editing and video Dude!
As someone who almost has a "high-school crush" with this game, I LOVED the insights on how this one-of-a-kind atmosphere was crafted. I liked the information that was presented on the technical side of audio mixing and development of the game and definately learned a thing or two. All in all, this is a great and informative video, and the first time in a while I was hooked on a 40 minute video. Awesome work!
You know, there is a game that uses a similar stem-based dynamic music system! Rain World. It's threat theme system basically has a single track composed for each region of the game made of stems that trigger based on escalating danger/number of creatures on-screen, can make for some incredibly intense, blood-pumping scenarios
I was searching tutorials about making mirrors edge style music and accidentally found this video. its not exactly what i search for but i wasnt expecting to find this real high quality video
Excellent video! So much effort put into this and it really expanded my appreciation for what already is my favorite game. Nothing can compare to the design of this game!
Very in depth, amazing video! This game will always be legendary, and one of my favorites ever! I’ve always loved the soundtrack, but this video made me think deeper on the sound production! It saddens me that they’re going to let this series die and not make more.
Thank you for watching it! I hope it gets spread around more, but yeah it was a joy to create, especially in part due to the ex developers of this game and Solar Fields still being so interested in Mirror's Egde and passionately sharing their thoughts and experiences with the creation of the game. Hopefully I get to cover Catalyst soon :)
Big Solar Fields fan here - this was a great rundown! Wish you had an interview with the man (the legend) himself, but oh well. I enjoyed it a lot nevertheless, very educational.
Sadly I couldn't upload the full interviews for this project 😔 The bigger the game is the likelier an interview subject is less comfortable to essentially be present in a video. It's unfortunate! At least I had permission to put some clips of the man himself in haha Thank you for watching! Also a big solar fields fan here!
Ah, a fellow man of culture! Solar Field's last album + remix compilation + remaster collections were excellent all around, so we're eating good. For the longest time my favorite track was his remix of all things (Stereogram by Tripswitch, a lot of artists all came out of woodwork to remix that one back in the day, and it's pretty obscure so it wasn't on any album), but Formations had so many bangers, I'm not so sure anymore 😂
Man what a video. Although I love Solar Fields and the soundtrack of ME, I never considered how much the sound design contributes to the atmosphere of the game. Thank you for the vid❤
Maaan, this video deserves so much more views. The overall structure, game capture, transitions and sound mixing are great. Hope I can edit that well someday. Projects like this can take months to finish. I'm glad that you got to know some people that stand behind this game. Keep it up! Sorry for bad english tho
Thank you very much for the kind words! Much appreciated, and hopefully in time the video will get viewed by more people. Also dont worry, your english is good :)
This is a fantastic video! Apart from being a great game, I’ll always be thankful that it introduced me to Solar Fields. Been a huge fan ever since. Can anyone tell me what track is playing in the background at 9:05 in the video?
Oh very glad to read that you enjoyed! Same here, getting to know Solar Fields music and Ambient music in general is something I highly appreciate! His music was my "gateway drug" to Carbon Based Lifeforms, Tangerine Dream and various Berlin School artists such as Kubusschnitt. Thank you very much for watching :) I sadly cant give you the track name of the game files as I am nowhere near my editing rig and cant check the files, however that should be the puzzle segment of "New Eden". There should also be half hour mixes of that specific segment on UA-cam if it is that what you are looking for. Again thanks for watching, makes me happy to see that people enjoy these videos!
35:17 Actually you are wrong. ☝️🤓 According to the Internet, the ps3 had "256 MB of XDR DRAM main memory and 256 MB of GDDR3 video memory" So not just 256 total. The xbox 360 shares 512mb between gpu and cpu. So they roughly had the same memory budget. I guess 360 gave more flexibility to the devs how to allocate them.
I believe it is one of the more important and most overlooked aspects of game design. So I am glad that people appreciate my movies on it 😄 Thanks for commenting!
Great video, the reason on sound occlusion is because you're travelling between 2 audio reverb volumes which have different settings, so its totally fake. P.S. your test map needs more light bounces :).
I need to brush up on my map making skills for sure! I barely knew how to use the UDK! Also yeah the occlusion is all fake in the game. There were also other systems mentioned in my chats with Walterstad which I ended up omitting from the script as they were unverifiable for me. The one system was sound emission from "dead objects". So essentially you run past an object that normally doesnt emit sounds (like a door) and a whooshing sound is emitted from it. I played all the chapters many different times with the music off and I could not make out if those sounds ended up being in the game. I think it is a cut feature. It would be easier to verify if it was possible to completely mute all wind sounds coming from Faith, but I wasn't technically skilled enough to do that. If it ends up actually being a thing, I will write a comment in this comment section! Thank you for watching man!
@@Cheecken Hey I think the dead object feature might be in the game, I've played the game hundreds of times and I always notice these woosh sounds in this specific section when running past some poles, I haven't noticed it anywhere else in the game. I recorded a little video, not sure if I can post a full link so this is the v= code for it: sR50T48Azgs
@@ronyx69 Damn! You are right! I haven't spotted those sounds in game before, maybe only a specific number of objects emit those sounds and I happened to not pay enough attention to those very objects in my playtime. I will write and pin a comment with a link to your video, thank you very much for clarifying this!
@@lucasfowlerdp My contact Ben Minto had a private flickr album documenting the foley session. He offered me those images for use in the documentary after our interview I believe. I don't feel comfortable sharing the album as it is not publically accessible I believe, but I extend my thanks to Ben for letting me use the images!
@@lucasfowlerdp Oh by the way, I checked out your channel as I normally do with many commenters, and just watched your video "The Developers"! Really well made and compelling video! I shared it around a bit :)
Amazing analysis! I'm just finishing a re-play of Mirror's Edge (not the second time, probably closer to 10th), and I have never noticed the water sound from inside the pipes! P. S. Another example how consoles hurt gaming and games. I wish people would top buying this shitty hardware.
Phenomenal work on this video, this is likely the most well produced video essay I've seen on Mirror's Edge. I discovered the Mirror's Edge Archive database not too long ago and have been delving into the production of the game, concept art, developer presentations, etc. Among the files are the individual music tracks for each level, including the stingers and some unused tracks. I dabble in music production a bit, and so I was all over that composite edit you did for the dynamic music system and am curious about where you got the STEMs you used. They appear to be the components of chase_01 from the prologue, were they still present somewhere in the game files or did you obtain them another way?
Heya! No the Stems sadly aren't in the files. I got those sent to me privately. I would not be comfortable handing the files out sadly, I think I would be overstepping a boundary if I did since my work and communication with my interview subjects completely hinges on trust, so sadly I cannot redistribute! Also, thank you for the kind words! Always makes me smile to read that someone got something out of one of my videos 😁
I completely understand, and I don't want anyone to get in trouble. I considered the possibility that the STEMs were privately sent you, that's pretty awesome! You definitely put them to good use in that composite demo. Perhaps it befalls me to make the same professional connections somehow haha. Anyway, thanks for the reply and for this video once again. I've already begun to look at more of your work and look forward to future projects. I'll throw in a donation for ya.
@@Duderino17 Many thanks I just saw it come in in my mail! I don't often get donations so the support is highly appreciated! Regarding making connections just remember That the people you want to learn from likely are just as geeky and interested as you are. Connections also can come from more connections, for instance one developer connected me with solar fields and solar fields managed to connect me to the lead sound designer of mirrors edge. There always is a chance, and if a small 4k subs youtuber like me can do it, you certainly can too. You can go further than you think with some interest and common decency 😁😁😁
Hey everyone! The user Ronyx69 brought to my attention that a specific feature I omitted from the script actually did make it into the game! As mentioned in the video, the concept of the Runners Bubble encompasses everything relating to environmental sounds emitted around the player. One feature that I couldn't verify in my many hours of playtesting, were the "Dead Objects".
Dead Objects are props in the environment that when standing still or walking past them at a low speed wouldn't emit any sounds, but if running past them they would emit whooshing sounds. Somehow I couldn't directly hear those sound emissions in my playtests, but today I got a comment from Ronyx69 proving that this system does indeed exist in the final game. Here is a video example: ua-cam.com/video/sR50T48Azgs/v-deo.html
Very sorry for this mistake! I hope that no more errors are present in the video, but if there are I will be quick to update this pinned comment to inform all of you guys. Thanks :)
I also want to take the opportunity here to say: Thank you to everyone who has been sharing the video on forums like sub-reddits! It helps IMMENSELY that people share the video around on larger forums. If you feel like helping the channel out, share the video around more on populated sub reddits that allow the sharing of videos like these. I would do it myself, but if I shared my video around myself I would be violating the self promotion rules most subs have put in place. Love you guys, have a good day!
I'm frequently surprised by just how much DICE were able to do with, essentially, a mostly-vanilla build of early Unreal Engine 3. I've spent a lot of time exploring the worlds, going out of bounds, and analyzing the levels in the editor. It's nice to get a perspective on the sound design too. With all the time I spent playing it, the fact that I never got tired of hearing the footsteps and breathing is a testament to the work put into it.
One thing Magnus Walterstad told me in relation to the sound design, was that just like tiling textures repeating on walls, hearing the same sounds over and over again in an obvious manner is immersion breaking. That is why we don't get tired of the soundscapes in Mirror's Edge, sounds don't feel like they repeat much!
2:19 was such a banger transition.
Really good to read! I spent a lot of time on those... Thanks for watching!
To this day, the most horrifying sound from this game is the horn of a subway train about to run over you.
i will always thank the original DICE members for creating this game. i was lost, then i saw the ad for ME 2008. i was immediately blown away by such unique gameplay by a small trailer.
thank you, original DICE. i was lost and then this game helped me find a career in being a PK runner. i will never forget this.
i will also add in my husband who has been extremely supportive of my endeavours and the difficulties i had navigating to becoming a PK instructor while balancing life.
I find it really cool that you have actual parkour videos on your channel! You are an ACTUAL PK RUNNER!
holy shit I had no idea how in depth the footstep and environment sounds were in this game. I remember the music but never really considered how the sound design made the game so fun to play.
It was a shock to me that the footsteps consist of at least 3 different samples playing at specific keyframes!
I loved that mirrors edge was so different from everything else at the time, and the fact that it is still being talked about 14 years after its release shows how influential it was. I really enjoyed watching this, thank you.
Thank you very much for the kind words!
I'm really obsessed about Mirrors edge, in fact I'm moving to the only city in the world that resembles Mirrors edge the most.
Tokyo.
That is really cool! Hope you will love Tokyo!
@@Cheecken Thanks!
The only thing is, does Tokyo let you do parkour?
@@RennieAsh oh yeah, I have plans...
The Music is often underappreciated in movies and video games, but the Sound Design (which might be the most important aspect of any media) is almost always the unsung hero.
Sound is more realistic than visuals
Honestly I prefer the final version over the dynamic system. The music tells me how to move and gives me a sense of urgency. When it was getting quieter and calmer when you stopped it kind of felt wrong because we're being chased, we should be running right now
That is a great point!
Honestly, a more middle of the road approach would be perfect. The dynamic sound design that was crafted for this video could still make the game more immersive; When you lose sight of the cops for a little time, some of the audio tracks could be slightly "dampened" or "drowned out a little" which could emphasize the the atmosperic part of the soundtrack without omitting parts of the soundtrack. Nevertheless, the final product is astounding either way!
15:49
DO YOU WANT TO GET *PAID* , FAITH?
EVERYONE!!!!!!
May the algorithm’s blessing come upon you
I love the part at 30 mins in where he shows a game segment with the diff .wav file visualizations
That was a bitch to edit!
Nothing will ever scar me more than the falling sound.
Every time I messed up, and I heard Faith breathing increase from fear of dying (before she dies) I actually apologized to the game character in real life. "I'm so sorry Faith, I'll do better I promise"
One of a kind character in video games. @@Nerd2Ninja
Awesome video! The sound design in this game has always been super creative. Another example of the transformative foley in Mirror’s Edge is the glass sliding sound-if you take it and pitch it down a few octaves, it’s clear that it’s the sound of tires screeching during a burnout.
There are many creative sounds! Like the zipline sound actually is a flip flop/slipper getting dragged across a rough carpet!
@@Cheecken And here I was thinking it was a zipper on a coat! That's awesome.
I've spent well over 400 hrs speedrunning the game and I can't say I've ever appreciated its sound as much as I do now after this video. Incredible job, honestly deserves 10x the views it has rn
Very glad you liked the video! I hope it gets more traction some time down the road, but I bet you know how UA-cam can be with suggesting content...
Feel free to send me one of your speedruns if you dont mind, I would love to check it out!
Watching these gameplay clips reminds me just how incredible the animation work was. It's an area where Catalyst really, really failed; and I think that's why the original Mirror's Edge feels so visceral and believable in comparison.
It will always be timeless
Kinda blew my mind now knowing that ME's guns used sounds from the cut Black 2. It makes sense, but maaan
I shared this video everywhere, this game is a big thing , not for nostalgia, but now I miss this kind of games with an irreplaceable atmosphere .
Many many thanks for sharing!!! It helps so so much!
This game was awsome, and the gun sound made a real impact you know. I was bummed that they didnt pick up where the first game ended Just to make some more futuristic catalyst
Don't know if you check comments here still but seeing a 40 minute masterfully created documentary on a game that defined like eight years of my childhood by itself was really nice. Your voice, editing style, footage, everything about it was basically a masterclass on how to present a documentary style video, and on one of my favourite games no less. I thought there was nothing more I could learn about this game, and to be honest I did notice a lot of the in your face sound design you pointed out, but the subtlety of some of the sound design choices escaped even me. Very *very* happy to have watched this
❤️❤️❤️ Many many thanks for your words! I am glad you liked it and Thanks a Tonne for watching :)
Sound design is a really underappreciated aspect of gaming.
It has been so long, but still, the Mirror's edge 2008 remains the best game for me. Your video provides amazing insights about engineering and developement. Thanks a lot for your hard work
insanely underrated video
Thank you so much for the kind words :)
One of the best sounding games I've ever played. I still fire up Mirror's Edge regularly just to "go running" because it's up there with the likes of Burnout when it comes to depicting the sheer sense of speed while dashing through the environment. Makes sense that there's a Criterion connection, haha! That notion of objects making sound only at high speed goes right back to the traffic in those games making dramatic whooshes as you dash past.
As a huge fan of this game as well as Catalyst, I'm so glad to have found this brilliantly made video displaying this gem and its glorious sound design.
As a guy that makes videos, I am very glad you have liked it :)
Thanks for watching!
@@Cheecken the catalyst sounds are also so specially made, my favorite are the running over glass and the running on rooftop pile of stones
This is one of my favorite games of all time. Great choice.
Finally, a video that highlights one of the best aspects of this game!!!
SUPER glad this video reaches the people it interests! Glad you liked it :)
I absolutely loved this. Please don’t ever stop making videos.
Making this my day job is my goal! So hopefully I wont :)
Just finished watching! Wow! Learned a lot of new things about my favourite game now, so that was very much appreciated, and developer interviews... just wow!! Thank you so much for making this!
I was wondering... the photos you are displaying, were they sent to you by the devs you interviewed, and were they said to be specifically of Mirror's Edge's development, or just general photos of foley work? I have a few more questions to you as well, are you on Discord? It's not optimal to ask everything here, I think.
I'd love to see a video on Catalyst as well, as it features a stem-based system, and in many ways takes Solar Fields' work to the next level!
Heya! The pictures have been provided to me by an ex developer, and those pictures are specifically from Mirror's Edge foley sessions! The Blue shoes for instance actually are Faith's shoes ;)
I asked Walterstad if he would be willing to chat again about Catalyst, and he agreed. I bet Solar Fields would love to chat again too. I first have to finish Catalyst and replay it a few times to get a feeling of what I would love to talk about there. Thanks for the share, and thanks for watching!
why does this only have 5k views its such an amazing video
Many thanks! And no idea!
I love this game so much. Go back to it every few years.
Thank you for taking the time to introduce people to the art and talent in the sound industry. When I was doing live audio, we had a joke. That joke went "If the audience notices your work, you're doing something wrong."
This really makes me appreciate Mirror's Edge so much more
I really didn't know that they wanted a dynamic OST all the way back in 2008. It worked good in Mirror's Edge: Catalyst
This is one of the most in depth and entertaining videos I've seen about Mirror's Edge sound design this video definitely shows how genuinely interested you are in the topic and I just love it!
I was looking around on UA-cam to see if any other creators had covered Mirror's edge and I stumbled upon this amazing video. This video deserves a lot more attention, it's so in depth! I was wondering how you got the 'free cam' shots, where you get the camera away from Faith to get unique angles. Is it a script or mod? Would love to get some cool shots for my own video.
Keep doing what you're doing!
Thank you for the encouraging words! The next sound design episode I have been working on (on Chivalry 2) just exited production, so that one will release on the 25th and hopefully it will direct some attention towards this production too :)
The free cam shots are possible by using Cheat Engine. At some point it was possible to edit the config files or ini files of the game but it didn't work for me, maybe because I was just too incompetent to get it running. With Cheat Engine I loaded a table for this game which specifically was a free cam table, so it gave you all of the tools to move the camera around and in general you have much more control with the Cheat Engine table than you have with a traditional freeroam camera.
Although, it is VERY janky to use and you will have to get used to it, mainly to most of the controls being tied to the numpad, even the camera movement controls. To get the "smooth motion" looking shots you have to make sure to go as slow as you can, as the camera movements are not interpolated, so change the FOV as slowly as possible if you want to "zoom in" on an object, and move the camera on the slowest speed possible and potentially speed it up artificially later to get the smooth camera movements. It is a pain in the ass, but man is it worth it!
I cannot find the cheat engine table I used right now so you will have to do some research for now, but I will check out the filename again in just a bit and update you on a link where you can get a table for this game from. Have a great day and many thanks for watching!
@@Cheecken Thanks for the elaborate answer, I'll look into it!
@@Cheecken I've got the traditional CheatEngine table to work but as you said the movement is way too janky to get any good footage out of it. I couldn't find the free cam table you were talking about though, any chance you have a link for it? Thanks in advance!
@@GameTalesHQ were freecam options in the cheat engine table? If yes, that might have been the table I used! I will check my computer files again if I can find the table give me a second. Also, new Sound Design video dropped if you want to watch :)
@@GameTalesHQ I found the tool
framedsc.com/GameGuides/mirrors_edge.htm
How I did the cinematic shots was like this: I moved the camera very very slowly. You will have incredibly slow camera movements but they will be smooth enough as a final result!
Sound design is one of my favorite parts in games. Mirror's Edge shows how to do it right with impactful effects.
Tons of details in these sounds wow, the devs truly created a world with them, another reason why games are an artform.
I love Foley and the huge part it plays in media, not enough people appreciate it!
Awesome editing and video Dude!
As someone who almost has a "high-school crush" with this game, I LOVED the insights on how this one-of-a-kind atmosphere was crafted. I liked the information that was presented on the technical side of audio mixing and development of the game and definately learned a thing or two.
All in all, this is a great and informative video, and the first time in a while I was hooked on a 40 minute video. Awesome work!
You know, there is a game that uses a similar stem-based dynamic music system! Rain World. It's threat theme system basically has a single track composed for each region of the game made of stems that trigger based on escalating danger/number of creatures on-screen, can make for some incredibly intense, blood-pumping scenarios
Great video, I love how detailed it was! The interview was also very insightful.
I was searching tutorials about making mirrors edge style music and accidentally found this video. its not exactly what i search for but i wasnt expecting to find this real high quality video
Really happy to read that! I hope you find what you have been looking for too!
Excellent video! So much effort put into this and it really expanded my appreciation for what already is my favorite game. Nothing can compare to the design of this game!
Many thanks for this comment! This video was a joy for me to work on so it's great to see that people like it!
Wow, what an amassing documentary! You earned a new sub!
Very glad you enjoyed!
Underrated channel
Glad you think so :)
I'm sharing this with my game studio, absolutely fantastic work. Truly impressive research and presentation
My brother in Christ you can NOT use the words "fully modeled" after just ending a HL2 segment
😂😂😂😂 OK HOLD UP NOT THAT FULLY MODELED!
Very in depth, amazing video! This game will always be legendary, and one of my favorites ever! I’ve always loved the soundtrack, but this video made me think deeper on the sound production! It saddens me that they’re going to let this series die and not make more.
One of my favourite games of all time. thank you for this video. I wish I could have been a developer on this title!
That City 17 transition ❤️
So the work has paid off!
Hope you enjoy the rest of the production :)
Nice to see you come back to Sound Design series.
That transition! 2:20
Fantastic video, especially the editing, will be checking out your other content for sure
Great to read! Very happy you like it!
Thank you for the new mirror's edge content! Great video. More content like this will bring us closer to a new mirror's edge.
oh my god, what a video. what a game. can't believe this doesn't have more views
How the fudge does this only have 10k views. This is one of my favorite game, thanks for the video.
Don't know myself! But glad that you like it :)
really thanks for the work done, I love this game and more and more often UA-cam shows me interesting content about this game
Thank you for watching it! I hope it gets spread around more, but yeah it was a joy to create, especially in part due to the ex developers of this game and Solar Fields still being so interested in Mirror's Egde and passionately sharing their thoughts and experiences with the creation of the game. Hopefully I get to cover Catalyst soon :)
thanks so much for this video. as a music producer, mirrors edge has always inspired me, the soundtrack literally brings the entire world to life
So glad to read that! Thanks for watching!
Enjoyed it! Really cool editing.
I am very glad you did! And I am glad my editing efforts are being noticed :)
game is 15 years old now
Incredible really! Still holds up tremendously well :)
It's so weird. parallel to this I also discovered h.u.v.a network on pandora
fantastic.
Thanks!
Big Solar Fields fan here - this was a great rundown! Wish you had an interview with the man (the legend) himself, but oh well. I enjoyed it a lot nevertheless, very educational.
Sadly I couldn't upload the full interviews for this project 😔
The bigger the game is the likelier an interview subject is less comfortable to essentially be present in a video. It's unfortunate! At least I had permission to put some clips of the man himself in haha
Thank you for watching! Also a big solar fields fan here!
Ah, a fellow man of culture! Solar Field's last album + remix compilation + remaster collections were excellent all around, so we're eating good.
For the longest time my favorite track was his remix of all things (Stereogram by Tripswitch, a lot of artists all came out of woodwork to remix that one back in the day, and it's pretty obscure so it wasn't on any album), but Formations had so many bangers, I'm not so sure anymore 😂
Fantastic video, criminally underrated! Thanks for making and uploading it.
🙏Many thanks for watching and for the support!
Man what a video. Although I love Solar Fields and the soundtrack of ME, I never considered how much the sound design contributes to the atmosphere of the game. Thank you for the vid❤
What a great video. Well done.
Very glad you liked it!
Maaan, this video deserves so much more views. The overall structure, game capture, transitions and sound mixing are great. Hope I can edit that well someday. Projects like this can take months to finish. I'm glad that you got to know some people that stand behind this game. Keep it up!
Sorry for bad english tho
Thank you very much for the kind words! Much appreciated, and hopefully in time the video will get viewed by more people. Also dont worry, your english is good :)
This is a fantastic video! Apart from being a great game, I’ll always be thankful that it introduced me to Solar Fields. Been a huge fan ever since.
Can anyone tell me what track is playing in the background at 9:05 in the video?
Oh very glad to read that you enjoyed! Same here, getting to know Solar Fields music and Ambient music in general is something I highly appreciate! His music was my "gateway drug" to Carbon Based Lifeforms, Tangerine Dream and various Berlin School artists such as Kubusschnitt. Thank you very much for watching :)
I sadly cant give you the track name of the game files as I am nowhere near my editing rig and cant check the files, however that should be the puzzle segment of "New Eden". There should also be half hour mixes of that specific segment on UA-cam if it is that what you are looking for. Again thanks for watching, makes me happy to see that people enjoy these videos!
@@Cheecken Thanks for the reply, "New Eden" and "Puzzle" was exactly what I was looking for :)
Keep up the great work!
Well done. Sound design in your video is great, as well. @@Cheecken
Thanks for this video
damn... came to watch a little bit about sound in my favourit game, stayed the whole thing. its amazing what u did there.
This was so very well done, subscribed!
SO glad you enjoyed!
2:20 great effect!! Love it
What a perfect video and channel! :O Omg thank you
Wow, thank YOU for making my morning! Very glad you enjoyed :)
Thank you for making this super informative video. Love this game.
Thank you for watching 😁
Fookin' great review on this classic title. TY for sharing. 🌈🤗✌️🙏🖖
Thank you so much for watching!
this video is awesome
Thank you for the video!
Thank you so much for watching! :)
Absolutely incredible video on such a deserved but niche topic. I'm so impressed someone has done all the work for this.
35:17 Actually you are wrong. ☝️🤓 According to the Internet, the ps3 had "256 MB of XDR DRAM main memory and 256 MB of GDDR3 video memory"
So not just 256 total.
The xbox 360 shares 512mb between gpu and cpu. So they roughly had the same memory budget. I guess 360 gave more flexibility to the devs how to allocate them.
this video inspired me so much, u deserrve more views
Wow this video is so well made yet so underrated! You earned a sub
Спасибо тебе большое за данный видеоролик!
Большое спасибо за просмотр! Спасибо!
(Google Translate)
Really interesting. I love when great sound in games is showcased, it too easily flies over our head just how important it is.
I believe it is one of the more important and most overlooked aspects of game design. So I am glad that people appreciate my movies on it 😄
Thanks for commenting!
nice one man 👍
Thank you!
This video is 10/10
I am so glad you think so! thanks for watching!
They made this magnum opus you mentioned in 2008! To pull the its rope in 2016!. EA has a big place in hell!😢
What an insane video man
Glad you liked it! :)
This was such a treat to watch!! I've been scouring YT for longer form Mirrors Edge material and this was the perfect find.
Super super glad you enjoyed!! Thank you for watching :D
How is this not viral?
I wished it was
Great video, I really enjoyed watching it
Great video, the reason on sound occlusion is because you're travelling between 2 audio reverb volumes which have different settings, so its totally fake.
P.S. your test map needs more light bounces :).
I need to brush up on my map making skills for sure! I barely knew how to use the UDK!
Also yeah the occlusion is all fake in the game. There were also other systems mentioned in my chats with Walterstad which I ended up omitting from the script as they were unverifiable for me. The one system was sound emission from "dead objects". So essentially you run past an object that normally doesnt emit sounds (like a door) and a whooshing sound is emitted from it. I played all the chapters many different times with the music off and I could not make out if those sounds ended up being in the game. I think it is a cut feature.
It would be easier to verify if it was possible to completely mute all wind sounds coming from Faith, but I wasn't technically skilled enough to do that. If it ends up actually being a thing, I will write a comment in this comment section!
Thank you for watching man!
@@Cheecken Hey I think the dead object feature might be in the game, I've played the game hundreds of times and I always notice these woosh sounds in this specific section when running past some poles, I haven't noticed it anywhere else in the game. I recorded a little video, not sure if I can post a full link so this is the v= code for it: sR50T48Azgs
@@ronyx69 Damn! You are right! I haven't spotted those sounds in game before, maybe only a specific number of objects emit those sounds and I happened to not pay enough attention to those very objects in my playtime. I will write and pin a comment with a link to your video, thank you very much for clarifying this!
@@ronyx69 I pinned a comment linking your video. Again, thank you very very much!
amazing video!
Many many thanks! Glad you enjoyed it!
@@Cheecken How did you come across those foley recording session images?
@@lucasfowlerdp My contact Ben Minto had a private flickr album documenting the foley session. He offered me those images for use in the documentary after our interview I believe. I don't feel comfortable sharing the album as it is not publically accessible I believe, but I extend my thanks to Ben for letting me use the images!
@@Cheecken Wow thats amazing. Really happy you made this,
@@lucasfowlerdp Oh by the way, I checked out your channel as I normally do with many commenters, and just watched your video "The Developers"! Really well made and compelling video! I shared it around a bit :)
Thank you for this amazing video !
Thank you very much for watching!
Ein sehr interessantes und super geschnittenes video :D
vielen dank!
Fantastic video
Very glad you think so! :)
This game is printed in my good old memories
Amazing analysis! I'm just finishing a re-play of Mirror's Edge (not the second time, probably closer to 10th), and I have never noticed the water sound from inside the pipes!
P. S. Another example how consoles hurt gaming and games. I wish people would top buying this shitty hardware.
Phenomenal work on this video, this is likely the most well produced video essay I've seen on Mirror's Edge. I discovered the Mirror's Edge Archive database not too long ago and have been delving into the production of the game, concept art, developer presentations, etc. Among the files are the individual music tracks for each level, including the stingers and some unused tracks. I dabble in music production a bit, and so I was all over that composite edit you did for the dynamic music system and am curious about where you got the STEMs you used. They appear to be the components of chase_01 from the prologue, were they still present somewhere in the game files or did you obtain them another way?
Heya! No the Stems sadly aren't in the files. I got those sent to me privately. I would not be comfortable handing the files out sadly, I think I would be overstepping a boundary if I did since my work and communication with my interview subjects completely hinges on trust, so sadly I cannot redistribute!
Also, thank you for the kind words! Always makes me smile to read that someone got something out of one of my videos 😁
I completely understand, and I don't want anyone to get in trouble. I considered the possibility that the STEMs were privately sent you, that's pretty awesome! You definitely put them to good use in that composite demo. Perhaps it befalls me to make the same professional connections somehow haha. Anyway, thanks for the reply and for this video once again. I've already begun to look at more of your work and look forward to future projects. I'll throw in a donation for ya.
@@Duderino17 Many thanks I just saw it come in in my mail! I don't often get donations so the support is highly appreciated!
Regarding making connections just remember That the people you want to learn from likely are just as geeky and interested as you are. Connections also can come from more connections, for instance one developer connected me with solar fields and solar fields managed to connect me to the lead sound designer of mirrors edge. There always is a chance, and if a small 4k subs youtuber like me can do it, you certainly can too. You can go further than you think with some interest and common decency 😁😁😁
Mirror's edge is minimalist distopic solar punk