Home
/
Gaming news
/
Industry trends
/

Exploring the role of mirrors in video games design

Mirrors in Video Games | A Look Back at Reflective Technology

By

Tina Li

May 2, 2025, 08:46 PM

Edited By

Alex

Snappy read

A reflective surface showing a character looking at their own image in a virtual environment
popular

Gamers are buzzing over the evolving portrayal of mirrors in video games. This technology sparks nostalgia and debate among players, especially with significant titles from the past compared to current practices.

The Basics of Video Game Mirrors

Mirrors have been a staple in gaming since the late 1990s, with early titles like SWAT 3 and Duke Nukem 3D pioneering the use of reflective surfaces. Commenters noted that mirrors back then often performed better than many modern iterations. As one user highlighted, "The first game I remember that had working mirrors was SWAT 3 back in 1999."

Interestingly, this earlier technology often rendered the entire room behind the mirror, creating a realistic reflection. Another user remarked, "Chaos theory renders a copy of the room and also spawns a sam that mirrors your movement." This method, while clever, seems less common today.

Evolution of Reflection Technology

Reflective surfaces are now less frequently employed in mainstream games. The rise of complex graphics means older techniques can be too taxing for modern systems. As one knowledgeable player explained, "It's not done very often now because of how complex visuals have gotten."

When asked about this transition, community sentiment leans toward nostalgia. Players fondly remember how seamless these reflections were compared to today's trends. One commenter reminisced, "Itโ€™s a pity the Good Old Games copy crashed a lot SWAT 3 had a better feel than SWAT 4."

Key Observations from Gamers

  • Nostalgia Reigns: Many players miss the straightforward mechanics of older games, calling for a revival of simpler mirror techniques.

  • Technical Limitations: As graphics have advanced, earlier methods are deemed inefficient. One user noted it's called "Render to texture" and is quite demanding.

  • Historical Footprints: Games like Tony Hawkโ€™s Pro Skater 3 and Max Payne 2 showed how far reflections could go without overloading systems at that time.

"It's a shame we lost that charm in modern games.