The pros and cons of Mirror’s Edge have been debated time and time again, but there hasn’t been much talk about its FOV.
In order to simulate a sans peripheral, stereoscopic view, FPS games tend to use a 90 degree window. The FOV in Mirror’s Edge, however, seems to be smaller. This might’ve been a result of wanting to achieve a more personal, zoomed-in feeling and a cleaner, flatter look (a smaller FOV tends to flatten the perspective of the projected image), but was it really necessary?
Now don’t get me wrong, DICE has created some really impressive visual effects in Mirror’s Edge. The motion blur, camera movement, body positioning and reactions, etc. were all a large jump ahead of the usual FPS fare where disembodied, chest-level cameras are a standard. Still, why shorten the FOV? After all, it tends to exaggerate camera movement which can lead to motion sickness, something that DICE had battled throughout the game’s development.
I myself never got motion sickness playing Mirror’s Edge, but the FOV still bugged me. Why? Well, at times it made everything seem too cramped up. Now this isn’t really noticable when overlooking a large vista, but it becomes quite apparent in tight hallways or in areas without an expansive view of the horizon. In a game that’s supposed to embody the spirit of parkour, it often caused me to feel boxed in and not adequately aware of my surroundings — probably not the sensation DICE intended.
Also — and this is completely unrelated — more of the music in Mirror’s Edge should’ve been as good as the title theme.







Hi, my name’s Radek Koncewicz, and I work as a videogame design consultant. I'm also the creative lead of
#1 by Styves on March 29, 2009 - 1:46 am
Most FPS games use a FOV of around 40 – 45, some 60. And on rare occasions, 35.
Each of those is far too low.
In fact, Mirror’s Edge’s FOV is larger than most, in order to simulate peripheral vision.
I’d recommend playing Halo 3, then playing Mirror’s Edge right after. You’ll see exactly what I mean. (Halo 3′s FOV is around 40 – 45.)
#2 by The Management on March 29, 2009 - 2:33 am
Yeah, I don’t think that’s accurate.
Nor is it the standard for most other games. Even the latest Valve titles — which include a FOV slider in the options — don’t deviate too much from 75-90 range. Here’s a video of what they’d look/feel like if they did.
#3 by john on December 18, 2009 - 2:26 pm
I use a FOV of 100-110 in FPS games
anything lower will give a splitting headache for FPSs.