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Mirror's Edge interview...

Final Blade | May 13, 2008 | News | PC Playstation 2 
Sean Decker(DICE General Manager) talks about the game, and how its going to utilize each console. He also praises the PS3 and what the Cell Processor can do. Sean says that "The other thing is the Cell really allows us to push the resolution of our textures much higher and we've taken full advantage of that as well".

Sean also likes the Sixaxis feature and will utilize this into the game as well. Each console will have its own flair or be different, where none will be better to the other.
VideoGamer.com: You talked in your presentation about how the PS3 was enabling you to realise your vision for the game. How much does the game actually push the PS3?


SD: The great thing about it is that there's a lot of little thing like, Faith there when she's walking like this (points to Mirror's Edge trailer showing Faith tightrope-walking across a beam), Sixaxis controls, super easy to implement and say OK, well, just balance it and then you've got it there as opposed to teaching a player to say oh let's push this button or that button.

The other thing is the Cell really allows us to push the resolution of our textures much higher and we've taken full advantage of that as well. So there's a lot of little quirks to it that we really like and our engineers love as well as our designers.


VideoGamer.com: The game is coming out on 360, PS3 and PC, and you've talked about how the PS3 allows you to do different things. Does that mean the PS3 version will be better than the 360 version?


SD: Oh no. Each one is different. Just because again the controls are different, that's the first start right there. The other thing is again the way that the architecture in each one of the machines is different. It allows you to do different things with them and emphasise things like well let's try a higher texture resolution on this one and if you want to push the GPU or the CPU and how the engineers want to balance it out, what's most important in this game and how you want to bring that out in each one of them.

So for us at DICE we have lead engineers on all of our major platforms and they're the ones who really architect it and say you know what this is what this platform is great for and this is how we're going to bring it out on it. I wouldn't say one's better than the other. Again they have different quirks. It's kind of like driving several different SUVs and saying one's better than the other.
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