How seasickness gave Mirror's Edge its unique style
How seasickness gave Mirror's Edge its unique style The cult action game Mirror's Edge, released in 2008, is remembered by players for its dazzling whiteness, bright colors, and the sterility of the metropolis. However, as revealed in a recent interview with developers from DICE, this look was not the original idea. In its early stages, the project looked like a typical action game of the time, in the spirit of Gears of War or Fallout 3.
Senior producer Owen O'Brien admitted that Mirror's Edge was originally "dirty" and "brown." Classic New York-style water towers adorned the rooftops, and the palette was filled with dark, rusty hues. But an unexpected problem arose: during testing, people literally felt nauseous. Due to the abundance of small details and dark colors, players instantly experienced "simulation sickness" (a type of motion sickness) when moving quickly.
To save the project, the authors had to take radical measures. They discovered that the unpleasant symptoms disappeared if they made the world as clean, bright, and less detailed as possible. This is how the concept of minimalism came about: white buildings, a clear blue sky, and bright color accents that helped the eye focus and better read the route.
Art director Johannes Söderqvist noted that the first version of the game looked "good, but mediocre." It lacked its own identity.
Thus, technical limitations and concern for the vestibular system of players transformed Mirror's Edge from "just another game on Unreal Engine" into a visual masterpiece that still looks modern today. Ironically, it was the fear of making people nauseous that led to the creation of one of the most recognizable styles in the history of the industry.