Games Without Frontiers: Victory in Vomit

Wired reviews Mirror’s Edge

When you run, you see your hands pumping up and down in front of you.
When you jump, your feet briefly jut up into eyeshot — precisely as
they do when you’re vaulting over a hurdle in real life. And when you
tuck down into a somersault, you’re looking at your thighs as the world
spins around you.

What’s more, the Mirror’s Edge world feels tactile and graspable. Because the game is designed around the concept of parkour,
or moving through obstacles, most times when you see something that
looks like you could jump on it, you can. The gameplay requires it.

The upshot is that these small, subtle visual cues have one big and
potent side effect: They trigger your sense of proprioception. It’s why
you feel so much more “inside” the avatar here than in any other
first-person game. And it explains, I think, why Mirror’s Edge is so curiously likely to produce motion sickness. The game is not merely graphically realistic; it’s neurologically realistic.

This will be an interesting update for all the dissertation chapters that have already been written on Lara Croft’s virtual body.