ArtCreativity Spy Glasses for Kids (Set of 3) | See Behind You Sunglasses with Rear View Mirrors | Fun Party Favors, Detective Gadgets Gear, Secret Agent Costume Props, Gift Idea for Boys and Girls

THE COOLEST ACCESSORIES FOR THOSE ADORABLE SECRET AGENTS

Spark their Imagination

Have a little one that’s obsessed with spies and espionage? Want to treat your kiddo to a simple yet fun toy that will have them
occupied for hours? Then you’ll love these rear view spy glasses! The perfect gear for that aspiring master of espionage, they
come with little mirrors on the edges of the lenses that allow you to see what’s behind you while staring straight ahead. Every
set includes 3 sunglasses with cool-looking blue lenses and black handles; perfect for both boys and girls. Go ahead, treat that
adorable sleuth to an awesome spy gadget that will have them enthralled.

Great for Gifting

Whether you’re looking for party favors for your little one’s birthday party, spy-themed party supplies, prizes for that kids’ carnival
or contest, or just a cool gift to make your cutie pie’s day, these spy sunglasses are guaranteed to be a hit! Every set not only comes
with 3 individually packed glasses but also a 100% money-back guarantee to give you total peace of mind. Inspire a rush of smiles
and giggles without having anything to lose.

Here’s why you’ll love this spy glasses set:

– Includes 3 sunglasses with a blue and black design that oozes cool.

– Come with mirrors on the sides that give you a clear rear view.

– Each pair of glasses is safely packed in a cardboard box.

– Make cool party favors or holiday stocking stuffers.

– Great gift idea for boys and girls ages 3+

– Backed by a no-hassle, 100% money-back guarantee.

Click ‘Add to Cart’ now to inspire hours of spy-filled fun completely risk-free!

Product Features

  • BE A MASTER OF ESPIONAGE: It’s like having eyes in the back of your head! These spy sunglasses for kids are the perfect treat for that budding secret agent. They come with mirrors on the edges inside the lenses; slip on them and see behind you to ensure you’re not being followed.
  • GREAT VARIETY: These spy glasses aren’t just a fun gadget for that little spy, they’re also all kinds of cool. Every set comes with 3 of the rear view glasses designed with black handles and eye-catching blue lenses. We’ve packed each piece in a cardboard box so that they get to you nice and intact.
  • COOL PARTY FAVOR: Throwing a spy theme birthday party? Looking for party favors that will have those boys and girls smiling from ear to ear. These spy accessories are a total treat. They easily fit in most goody bags and can even be used as unique holiday stocking stuffers for kids.
  • BEST GIFT IDEA: Make that birthday or holiday one to remember. These rearview detective glasses are a guaranteed hit for children ages 3+. They make a great Christmas present, memorable little contest giveaways, carnival prizes, spy props, and a fun novelty gift for adults with a playful spirit.
  • BUY RISK-FREE: We fully stand behind our products with a total satisfaction and 100% money-back guarantee. Not satisfied with the spyglasses kit? We’ll send you a replacement or issue a full refund. Click ‘Add to Cart’ now to surprise the kids completely risk-free!

Revisitation Hours: Mirror’s Edge

You are awful. Not as a person, necessarily, but you are awful at remembering things. And with all the excitement (and years of rumors) surrounding Mirror’s Edge Catalyst, the sequel to a 2008 triple-A release that garnered critical acclaim but not much commercial success, it’s worth going back to see if we all remember the original as well as we think we do.

Let’s lay out the obvious first. The story is, as a Eurogamer review put it, “rambling.” It starts with an interesting seed and then blossoms into, well, kind of a wet seed that someone wrote SUNSHINE on. If that’s your recollection of the plot, then congratulations! You are dead on.

Then there are the shooting sequences. I thought I just tolerated them before. It turns out I pushed myself through it as if Zeus ordered me to push a boulder up a hill. They seemed unending and were the most egregious offenders of the trial and error criticism reviewers threw at it.

But my god the freerunning. If you recall it being only impressive, then your memory is failing you. But of course, how do you stow away the sensation of visceral, primal depth? It’s a hard thing to capture let alone bring back up its accompanying sensations on demand. Many games egg you towards leaning into its motions but few require it of you.

The sequences of the story are fine for the most part. They’ll dip in and out of brilliance as cramped corridors and surprisingly stuffy rooftops do their best to undermine a sense of momentum and flow. There are, in fact, many times when the linear paths—dogmatically following red—inspire genuine glee. It’s just a shame when the equally numerous times you are brought to a halt also stamp out your joy.

Instead, the game’s mechanics truly shine in the time trials. They’re (mostly) little self-contained maps with the goal of getting from point A to point B with checkpoints in between as fast as possible. And strangely enough, they’re most fun precisely because of the trial and error methodology many found fault in with the campaign. (Also the soundtrack is damn good.)

Getting two stars is often easy enough. You futz around for a few minutes, figure out what you shouldn’t do, and whammy you’ve got two stars. Getting three, though, is the kicker because it usually requires you to really dive in deep with the map’s nuances and figure out the best tactics.

The Atrium levels are a good example of this. It’s mostly a multistory vertical shaft that is ostensibly under construction with lots of half built ramps and flapping tarps and structural supports littered about. The first one has you going up to the top, and it’s a bitch. Granted, the second one is also a bitch, but let’s focus up.

You have to steel yourself for making consecutive long jumps at the edge of tiny ledges just three feet wide. And you have to pull up on elevated jumps with your legs tucked in, a maneuver that ruined hundreds of runs for me as I forgot, clipped a rail, and yelled with a rage only the sun could match. You have to keep in mind a dozen techniques and strategies every second or you fall.

It’s just as much about muscle memory as it is dealing with small problems. There are big problems that you just hit reset on, but the small ones force ingenuity and discovery. I had to deal with a botched wall run/clamber/reverse/tuck combo. Never thinking to do so before—let alone in the heat of a run—I tucked up across a gap, landed on a rail, and clamber/reversed over there.

It was a true moment of an unadulterated high. It felt like seeing in another frequency of light except it was deeper. Instead of that Master Builder or Matrix vision Emmet and Neo get, it’s a built-up and ingrained sense. Like instead of reading the scene, I was feeling it. (Perhaps that’s what it feels like being a compiled language versus interpreted.)

That is the great success of Mirror’s Edge. In tight, compact sequences where you switch off from being someone sitting on a couch and holding a controller, you become something far more…base. Like shedding the complications of a medium built for analogous intent, you reduce the game to a beautiful little lump of exultant thought. In that moment, it is pure. And you remember that.