Retrospective: Mirror's Edge
Fun run.
Until five or six years ago, I had never heard of Parkour. My sister, a professional in the field of athletic strength and conditioning, first described it to me as something of a balletic aerobic sport with all the complexity and conditioning of a martial art -one used for clambering up the side of a building in seconds, or clearing two-story jumps without any messy bone breaking.
I still remember how incredulous I was when she acquainted me with David Belle videos on YouTube: this was astounding, real-life vertical platforming, performed by an actual flesh-and-blood human being. How was it even possible for someone to manipulate their body like that?
Even today, it's still marvellous to watch these type of athletes effortlessly Nate Draking-themselves up or across or through urban infrastructure, unhampered by either physics or basic human limitation.
It didn't take long for the art (I don't know how else to classify it) to develop a greater pop-cultural presence. It appeared in Luc Besson's District B-13 (which starred Belle) and 007 reboot Casino Royale, and played a part in the core design for Assassin's Creed.
There's nothing like freefalling.
Yet it wasn't really until Mirror's Edge came along that gamers got their first (and really, only) taste of a game which completely embraced this so-called art of movement.
DICE took the template of a first-person shooter and created a game that was less about the worn, combative conventions of the genre and more about running. The result was an experience as striking as it was divisively original. Still, when the first reviews hit, it was obvious that a lot of people didn't really "get" it.
Probably my favorite complaint about Mirror's Edge from these types is the harping on about the shooting mechanics. You've probably heard the criticisms: The guns feel too heavy. They're clunky and inaccurate. Shooting isn't fun. The game is too hard.
These are somewhat ancillary to the other gripes about the game's trial-and-error design and what is sometimes frustratingly vague linear path. Whinges like these miss the point; Mirror's Edge is about as much a first-person shooter as Portal is, and the supposed inability to find your way through any given scenario is little more than a blithe dismissal - whether intentional or not - of the game's true design strength.
I won't argue that Mirror's Edge is an easy game. Its level layouts and learning curve require you to flex your mental muscles within the game world in order to figure out just how the heck you're going to scale what seems to be an impossible height, or sprint through an army of Blues with as little direct confrontation as possible.
That's what you get for insulting a girl with one red glove.
But if you're treating it like a first-person shooter (for anything other than a speed run) and ignoring its conceptual basis - and therefore the fact it's an experience based around the Parkour's tenets and the mantra of momentum - well, you're doing it all wrong.
This probably isn't apparent to most players at first, although it should be. Unlike more typical first-person fare, Mirror's Edge doesn't just put a gun in your hand and send you on your merry way. (In fact you will never have a gun with you unless you forcibly take one from an enemy.)
Instead you're treated to an obstacle course set across the stark, monochromatic rooftops of the sprawling urban dystopia that is the alpha and omega of Mirror Edge's world.
As a Runner, Faith is an underground information smuggler. She constantly skirts the totalitarian law and its omnipresent philosophy of censorship; it makes sense that these network "criminals" would function and operate between the cracks of society, in remote places that are easiest to quickly navigate and move through on foot.
The only combat training involves learning a few basic melee strikes and effective defensive disarms; otherwise it's about working out how to slide and jump over obstacles, and perform tricky wall runs, safety rolls, 180-degree jumps and the like.
From the get-go, Mirror's Edge tells the player how to best use (and maintain) a constant speed, moving through the environment as quickly and fluidly as possible with the least amount of resistance.
And like stubborn mules, most of us willfully didn't get it at first. Distilled down, the point of the training level is really an exercise in breaking established design paradigms, when all we wanted to do subconsciously was play the damn game like a first-person shooter. (You can't at this point-there aren't even any guards in this level.)
Although Mirror's Edge does a great job of initially hitting you over the head with what you should be paying attention to, chances are all that immediately goes out the window once you start in with the game proper.
Mirror's Edge has what most would call a high learning curve, only instead of the difficulty ramping up right off the bat, you need to have a certain degree of finesse to even to make it through the first level.
This really isn't how I expected this day to go when I got up this morning.
Like most people, I was intrigued by the idea of a first-person game based around platforming, but still found the game challenging when I actually began playing it. I missed jumps. I had no momentum. I spent a lot of time looking at the scenery, wondering what I should be doing to get past whatever part I was stuck on.
The first few times I encountered Blues, I instinctively tried the disarms only to find the weapons felt extremely sluggish, adding what felt in the game like 50 lbs. of dead weight to Faith's fleet-of-foot presence. I lost count of how many times I sent Faith plummeting to her untimely and aurally sickening death, half out of miscalculated judgment, half mistaken trial-and-error.
The insane number of times you die when starting out is the threshold which most people who give up on Mirror's Edge reach but do not surpass. If my personal list of mistakes wasn't enough proof, there's a definite procedure to the game, even though it feels frustratingly stop-and-go when you first go at it.
Don't look down...
Although it may not seem like it, the very concept seems to trigger some subconscious response in most players that goes against the grain of almost everything we've all learned about video game conventions over the years. Without a practical basis of comparison, DICE's design has the effect of a creating a psychological stumbling block that's hard enough to negotiate, let alone master.
Undeterred, I pressed on. I continued to die (not a small amount), and levels became progressively more difficult to solve. Even Runner's vision, the slick visual cue that paints nearby Parkour-able objects a rich, glossy red, only gave me a vague idea of which way to go. There were times I wanted to quit, thinking this brilliant idea was perhaps nothing more than a failed experiment.
What I didn't realise then is that what I was experiencing was normal - a necessary part of the Mirror's Edge process, if you will. Obviously there are innumerable games that require players to figure out the flow of the gameplay before they can ever hope to be truly successful.
Mirror's Edge takes that idea and runs with it. Aside from death itself, the most obvious case of this is Runner's vision: DICE doles this out sparingly, showing you where you may springboard to gain speed, or what pipes you can climb up. It's a trail of design breadcrumbs for you to follow, and there are still several instances where it's not going to immediately feel like enough.
There's an ingenious methodology behind all this, however. For all the times you come up against a building that looks improbably scalable or don't know what direction you need to go when faced with a number of building tops, you're slowly and perhaps painfully undergoing an initiation.
The developers shrewdly refuse to spoon-feed you the answers to the architectural puzzles of their level design, forcing you to adapt to your current in-game situation and shaping your mind into a different mode of action. Even the hint button, which sporadically points Faith's gaze in the direction of your current goal, isn't helpful when it comes to specific navigational issues.
In essence, the entire time you're playing Mirror's Edge the game is not teaching how to think like a Runner, but how to be a Runner.
It's not a process that will happen at the same pace with any given player, but when it does, the effect is nothing short of extraordinary. Suddenly everything in the game word just clicks; you start to move faster and more efficiently, and can more skillfully navigate a given situation.
The most amazing effect is the way you begin to visualise any random bit of architecture and discern exactly how it's navigable. Much like Neo is able to "see" the Matrix for the first time when he ascends to (for lack of better terminology) enlightenment at the end of the first film, the level design in Mirror's Edge opens up once you gain your personal Runner's vision.
Obviously this doesn't work with every obstacle in the game - crafting a completely open-ended experience with Mirror's Edge's end goal in mind would be a nightmare for level designers and in-game logistics personnel alike. You may still surprise yourself by finding alternate routes and solutions to puzzles.
More on Mirror's Edge
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Face-off: Xbox 360 vs. PS3 Face-Off: Round 16
Mirror's Edge, Brothers in Arms, Fracture, Guitar Hero, Baja, FIFA, Quantum of Solace.
Review: Mirror's Edge
Runner up?
Hands On: Mirror's Edge
Test of Faith.
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Screenshots: Mirror's Edge
In my own experience, I was already floored enough after I realised that I could look at a high structure with scaffolding and know I had run up this wall, spin around in mid-air, use momentum to jump forward, move from this platform to a higher one, turn to jump again and so on.
Once you reach this experiential plateau, Mirror's Edge almost becomes an entirely new game. The first-person perspective takes on an entirely different level of meaning, heightening your senses and adding a visceral edge to movement.
Speed, too, becomes a quantifiable factor (albeit one that's sometimes hampered in the heavily-indoor later levels) - it is an exhilarating experience to simply execute complex strings of moves, and doing so quickly is just icing on the cake.
For me, this also meant embracing flight from the Blues. I hated the few times when the developers forced me into direct confrontations, though eventually I earned the trophy for beating the game without firing a weapon (only worth a silver, sadly).
One my favorite memories is sprinting down a long, multi-level set of stairs toward the end of the game, rushing past a number of Blues in SWAT gear, too fast for them to even get a shot off; the brilliant part is that by merely hopping over the top railing of the first staircase going down and following it with a proper landing, I shaved off just enough time in my escape to bypass all the spots my enemies would be before they had time to properly take their places.
Thus probably most important distinction about Mirror's Edge over a standard action game is that it's always about movement. It's essentially interactive kinesthesis, and it ventures into a mode in gaming that's really unparalleled in the industry.
Even when you're standing still, you're conceptualising exactly what that movement will look like. Chances are that if you're good - and if you've been paying attention you will be - the transition between that instant flash of visualisation and its nimble execution will happen in little more than the blink of an eye.
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Comments (123) Latest comment 1 year ago
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The Japanese are famous for it. They easily get motion sickness from any FPS.
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Edit
I am not being ironic. The 3D reviews were blazing.
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And although it is challenging, sometimes frustrating, this rarely detracts from what is an unforgettable experience. The game conveys an incredible, tangible sense of motion that almost feels like you really are running and jumping from rooftop to rooftop. You actually get a sinking feeling in your stomach when you miss a high ledge and plummet to your death. Few games can hope to match the level of immersion that is achieved here.
Mirror's Edge was a true breath of fresh air in 2008, and I truly hope that EA recognizes the importance of games like these.
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It's amazing that this technologically unremarkable Unreal Engine game still impresses me so much on a visual level that even recent releases such as Killzone 3 and Crysis 2 pale in comparison, but it sure does. No new IP from this console generation deserves a sequel more than Mirror's Edge does.
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I think it's clear ME has gone 'cult'. I think we'll get our sequel one day...
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Having read this, I'm very tempted to re-start from the beginning on easy and go for the 'no shots fired' thing...
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Had Mirror's Edge been released in June, it would have been all anyone was talking about for months. As it was, it got lost in the crowd. If there is to be a sequel - and I think few games would benefit more from one than this - I hope EA think harder about the scheduling.
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The writer is right that the moment it all clicks together and you blaze through a big chunk of game without dropping a beat is magical, only stopping when in one of the hateful indoor sections to reflect on all the lovely dystopian scenery you've just missed.
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Really? Because I've been playing inFamous and you can basically do this in the game: climb on anything, travel across the city. It's not as elegant as Mirror's Edge, of course, but it is possible.
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The helicopters were a maddening addition though, pointless and probably the reason a lot of people abandoned the game. It was hard enough trying to work out your way through the level the first couple of times without being rained down upon by tons of bullets. Once you knew the levels you were too fast for them to even be an issue, so why include them?
It was certainly EA fault this did so badly releasing it in the middle of some triple A games in the run up to Christmas, the scheduling was bonkers and it was clearly a big misstep.
I would love a sequel, but I think it's never going to happen, due to poor sales.
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Look at Assassins Creed. It's a great game, but the free running and climbing is pretty much achieved by holding down two buttons, you rarely need to time jumping and grabbing. inFamous, as mentioned by Mister-Wario above, looks like it had a similar level of automation in it's climbing and so on as AC, but having not played it I can't judge.
I found ME to have a pretty high level of replay, getting perfect runs in both the time trials and the actual campaign became a small obssession for me. Shame I doubt a sequel will ever happen.
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Plus I always thought this was the easiest Platinum of any game. Not that I'm complaining. I love that Platinum. And was eagerly anticipating a sequel. Still am... D:
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With this game I had fun with time trials after many, many years. The Time Trials DLC was superb.
And I don't remember it being that difficult, but as someone said, it's probably because I was enjoying it despite the constant deaths.
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I could have used a bit more help as a fall back once in a while though - like Runner Vision for crap people. Also, was very happy not to have to use guns, but would have also liked the disarms to be a little easier to pull off. Very exhilarating when you did mind.
Maybe I was just a bit crap. I would deffo buy the sequel though EA!
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As for the learning curve, I seemed to pick it up quite quickly, much quicker than any of my friends did and quicker that the author too. I guess that says more for the variation in people's gaming habits than anything else. Before I bought ME I had played through the demo several times simply because I enjoyed it that much, when I did get the game (GAME did a price slash about three weeks after release) I put it straight in and played from start to chapter 5 in one sitting, I think this sort of prolonged exposure helped me to get into the Runner's way of thinking much quicker than I would have playing in fits and starts of 30 minutes to an hour as many of my friends had to at the time.
DICE have gone on record as saying that they'd love to do a sequel and are always talking about ideas and drawing up concepts, perhaps with the success of Infamous, Assassin's Creed and the soon to be released Brink EA will see that there is a value to ME that resonates well with gamers and maybe they'll let DICE loose on that sequel that we all want so much.
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Sounds like the writer really struggled with this game. Whilst it did have its difficulty spikes, the game was very rarely frustratingly hard.
I most certainly "got" it. Great game.
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I played the full game to keep me entertained after a motorbike crash. As a consequence, I found the sheer physicality of the game (the way you sometimes crash face first into a pipe as you leap to it) very unnerving, especially a mistimed jump leading to a moment of helpless flailing as you realize what's about to happen and then *CRUNCH*, blackness. It made me wince.
It feels tiring, too. The footfalls, grunts, impacts and fabric sounds as you leap, slide and climb through the city feel like real exercise, no doubt aided by the fact your own heartrate rises in sympathy to Faith's troubles.
Then you get to the later levels. The terrifying police runners are gone, which is both a disappointment and a relief, and you're instead faced with the huge heavy weapons guys. If you were trying to be a purist and play without guns (not least of all for the achievement) then you, like me, undoubtedly faced several swearing hours in that final room, trying to get that final guy without him blasting you to shreds in a split second.
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Personally, I feel this article is a bit too kind on the things that hindered the gameplay. I have no problem with controlling an intentionally underpowered character (I loved the Thief games for this very reason); it's just there are too many sections where it forces you through a clunky 'combat' section. I'm also not sure I buy into the hypothesis that the game is simply trying to make you think like a runner. There were some truly amazing moments in this game where everything 'clicked' and I smoothly traversed the urban environment, but they were few and far between. A little more refinement and some better visual cues could've made a big difference for those of us who aren't willing to plough hours into learning each level off by heart.
However, I stand by what I said: brilliant game and I wish more people had played it.
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Unfortunately, there are a couple gameplay flaws that become very apparent when you try to get the 3 stars or complete the hardest chapter speed runs. A first person platformer is bound to be less accurate than a 2D one, I guess.There are times where you need "pixel perfect precision", but the game doesn't really allow that.
But I really loved this game - and would instabuy Mirror's Edge 2.
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Which in theory means it will be a shooter with an extended jumping ability. When I hear theat a develpoer/publisher says that something needs bigger audiance I just run and never look back.
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The animations in between didn't fit the game either. And the story was pretty crap.
Also, I really got lost half the time. The signposting at times was terrible. Pretty illusion shattering if youré running form the cops and your going circles in a building because you didn't know you had to climb up to a small vent. Made it too much trial and error
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SuperBas: +1,
Doom on the 32X and Goldeneye both gave me horrendous motion sickness. I don't get it so bad now, but some games still set me off, and this was one of them. A pity, cos I really wanted to get into it.
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The bits that let you "play" are often magnificent. A true realisation of a new vision for gameplay.
Then the boys decided that in order to make it exciting, you probably need some men with guns in it.
Nothing in games has made me angrier than this horrifyingly unnecessary mistake.
The pleasure of movement and reading the environment was so compromised by the presence of the same identikit SWAT men that you've seen in a hundred mediocre 3rd person Playstation games.
I still long for a sequel, one that simply allows me to play the game that DICE created without the Naughty Bad MENWITHGUNS turning up to spoil things.
DICE made a magical, wonderful game, then put a tedious mediocre one on top of it. Patch out the bad guys and I will love you forever.
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I spent a lot of time (frustrated) in the server room at the top of the Shard going for the no kills achievement, but it was worth it. While it was very unforgiving it was not unfair, I feel. Going for Veteran on CoD reminded me that there's a fine line between the two.
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Also. bitter-sweet to see ads for Brink in this article when a true sequel seems far away.
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I love Mirrors Edge, i cant see or understand how people can dislike it, i really struggle with it so i dont think about it, although i believe this article may have given me some slight insight into this.
Still to this day, i constantly replay it, if only there was a "hardcore" mode.
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Fantastic game, despite the awful, awful story.
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I'm all sort of crap when it comes to precise timing, so I just couldn't enjoy the game. Or become good in Street Fighter, for the matter. I guess it's something that also happened to many people.
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Also, it's worth mentioning the actual meat of the game is the time trial mode, which is the series of short runs, not the horrible speed runs that are just doing he main levels of the game with a clock. Working through each time trial requires tons of scouting and effort to shave like half a second of each bit, then having to learn tricks and quirks for each run to be able to conquer it. The scores for these are brutal and this could put people off, but I've probably spend 80% of my game time with Mirror's Edge on the time trials over the actual campaign which is, as this article kind of hints at, more of a way to get you into becoming a runner, with the time trial being the real work.
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How about we have one for Crysis 2? That game's been out for at least three weeks.
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When it let you run free you could almost feel the wind in your hair. It was at this point when you were really playing the game I felt. When you were struggling inside some narrow room to find where you were supposed to go, that was often frustrating.
I never finished this game because it became rater frustrating later on, but be in no doubt, I would be very much in favour of more games like this.
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I'm not sure which one it was again, but I think I started off by having to kick off two snipers, and then had to zipline down towards some storage facility which had a dog as a logo. As soon as I entered the building and ran up the stairs, the game would crash out on me and I would have to hard restart my PS3.
But then I kept looking around and eventually found an alternative route that let me bypass it all so it all worked out in the end
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Patronising statements aside - my main complaint was indeed about the shooting. It would have been a considerably more entertaining game if they had managed to figure out that there was no need to have any kind of conflict whatsoever. It's this obsessive reliance on combat in a lot of games that spoils many a good idea.
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Make Faith take a gun and she's effectively lost her arms, that means no momentum boost in sprinting or jumping, the unbalanced weight of her body will making slides difficult while the physical bulk of the weapon obstructs tucking and rolling and obviously you can't mantle up onto things while holding onto a shotgun/assault rifle. It's not "clunky" or "clumsy" it's realistic, and a welcome change over the normal FPS games in which we play a floating camera with a mounted gun.
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Even having finished the game twice I'm still struggling immensely with the disarming mechanic though, despite slow motion. Perhaps it's just me but a slide-kick or jump-kick followed by a couple of punches seems to be just as effective yet doesn't require expert timing.
And I just hit a complete cunt of a save point too. Having to repeatedly go through a hot pursuit and two fights only to plummet do my death because my aim on a gravity-defying jump was off by a couple of degrees is sheer frustration.
Assuming those quirks can be sorted out and combat - which is mostly an unnecessary distraction IMO - toned down a bit, a sequel could be a wonderous thing.
Edit: removed borked tags.
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First moment: there was a very simple obstacle, an exposed (red) pipe on a wall that you had to jump across a gap from a ramp to grab. Well, I must have tried that damn obstacle 20 or 30 times before I could get it to work: each time I would clear the jump, and those stupid first-person hands would just slap the wall NEXT to it (on both sides of the pipe--I would have dead center aim and it would still miss!) and I would fall to my death. Every time. Perfect aim, but since I didn't hit the invisible hitbox or whatever correctly, it would just slap my hands on the pipe or around it as though it couldn't detect it and I'd die. Very frustrating, a game-killer, but I pressed on.
The second moment was getting chased by a helicopter with a minigun. It was really cool and desperate and it felt like an awesome scene. Until I accidentally tripped up and got caught behind a piece of geometry. The minigun whirred, blasting apart the wall next to, above, below, and behind me... but they obviously took stormtrooper training, and couldn't hit a stationary target 20 feet away. I turned around and slowly walked toward the chopper, and I realized: there was no actual danger of dying in this mission. The helicopter couldn't hit you at point-blank (well, it could, but the rate of bullets hitting you was less than the rate of health regeneration). I realized that the ONLY part of the game which had actually felt cinematic and desperate was just a cheap fakeout. It disgusted me.
I played a little while longer, getting to an excessively complex and repetitive sewer-jumping phase. I turned off the game to go to dinner, and when I came back I never turned it back on.
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Also, some of the worst cutscenes ever.
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As for that storyline, what a bunch of self-important nonsense. I remember never really being given a persuasive reason why the generic totalitarian bad guys were so evil, for starters.
And what is Faith actually couriering anyway? She might be bravely shipping child porn for all we know.
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I'm surprised no FPSs have had scenes where you don't have a weapon, leaving you with no choice but to peg it.
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I'd probably buy a sequel if it just fixed the more questionable physics and not much else (cool as double jumping always is, I'm pretty sure Faith shouldn't be able to do it). Still, almost hope it stays indefinitely shelved because there's too many ways it could easily go horribly wrong.
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Then of course there's the sunshine that bathes every level with blinding light and the brilliant use of bright greens and oranges and reds in the levels. It's a masterpiece to behold. Next there's the music, which is beautifully minimal and atmospheric, a perfect accompaniment to the peaceful quiet found on the deserted rooftops.
Great graphics and sound mean nothing if the game isn't fun, and here is where Mirror's Edge really is quite unique for me. I hate the story, I hate the characters, I hate the disarm mechanic and I hate every encounter with an enemy. For such a long list of problems it surprises even me that I love the game so much.
I think it's partly because I've been able to mitigate many of the problems. Turning the voice volume down to minimum (yes, they have a separate slider to shut the characters up!) and skipping the cut-scenes means the only thing I have to put up with is the dis-arming and combat. I say combat, I avoid fights at every opportunity, but sometimes you've got to disarm a guard or two and that's where the game really stumbles. The disarm mechanic requires such precision timing that even after dozens and dozens of play-throughs I still regularly fail against the tougher enemies. The worst offender for this is probably the bloody boat level, there's two sections in there that I often have to do over and over.
However, in spite of all that, the parkour platforming mechanic is so good it overcomes the bad. It's so liberating to go flying from rooftop, running along walls, down escalators, up fences that you can easily put up with the bad bits and appreciate the breathtaking graphics and fantastic platforming gameplay.
The iPhone/iPad version of Mirror's Edge got rid of the gunplay and annoying disarm mechanic, and I often wonder if that is not what the original vision was for this game. The gunplay is so bad, I remain convinced some exec insisted on having it added because they cannot envisage a first person game that doesn't include the word "shooter" in its description.
I remain convinced a sequel could easily fix the flaws and be an absolute smash hit for EA, but they seem loathe to take the chance, and that's a real shame.
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Seriously deserves a sequel. I've always found most of the problems people had with this game were petty nitpicking. Or they were just shite at it, I try not to say that, but for this game it rings true imo.
For example, half the people who moan about the controls don't seem to know that if you just tap the RB your character automatically faces 90 degrees away from the wall. There are other misunderstandings about the controls as well, but people chose just to moan about the game rather than actually take the time to learn the intricacies of the control system.
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There's a sense of hyper-realism - more real than real-life - in the starkly lit rooftops with the crisp clear blue sky.
I loved the game, especially because the sense of being there is second to none. It's only marred by some seriously difficult bits of navigation later, the clunky gunplay, which is very difficult to avoid in later missions, and a story which isn't really that epic.
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Now, maybe I'll finally be inspired enough to get those final three speedrun trophies...
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2) Why on earth are Eurogamer reviews not longer? A retrospective of three pages, but a usual review is just two. Three's the sweet spot for both I reckon.
3) An extraordinarily patchy 're-review'. Just for example, (Parkour is) ''unhampered by...physics'. WTF?
4) Despite all the gushing, and three pages of it, I'm no more inclined to try the game than I was when the first reviews hit. So the article seems almost completely pointless for me.
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Other than the brightly luminescent drain pipes and sheeeeet!
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I loved this and I rarely get into score attack games and stuff, my competitive nature was beaten out of me by my early 20s yeah...I think what I loved most was that they had a pretty lady character who you couldn't see, which made her even hotter, and I did the train section in about three goes after the luxury of watching my mate fail at it for about 2 hours (resulting in a controller hitting the wall at some velocity).
God, it looked so nice too. Like how I thought the future would look like when I was 6. I have tried doing a parkour though and it is both tricky and frustrating. Wow, like the train bit...
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I really liked the feel of the shooting in ME. It felt clunkier than your average FPS and that was perfect for a character who was not supposed to be an ace with a weapon.
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But i would definitely buy a sequel. It's probably one of the most risky and original successful games of the past decade.
9/10
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ME seriously deserves a sequel. How can one of the most striking games of this generation be allowed to (wall run, vault, climb, sprint) slide into obscurity?
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To a possible sequel: less fighting, more running. However, if the disarm gameplay mechanic was a bit more 'loose', combat situations could've been more fun.
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They sure did. I just wonder if the guys chasing me had to succeed in killing me quite so often. If I'm already pegging it away from them at full tilt, then their objective in the game design is being fulfilled. They don't actually need to keep fucking shooting me. I'm already running!
Compare it to the opening of Half-Life 2, which created exactly the same sensation, but did anybody actually get caught?
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Edit: Considering some of the comments in the article i wonder sometimes how good some journos are at playing video games. I do wonder.
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Just run... like your supposed to do,not f*** about diasraming someone and going OMA against 3 dudes, then realinsing that you still have 2 buildings to scale, 9 flights of stairs, 5 doors and an air vent to get through then using one enemy as a spring board combo shield to pull off the almighty dynamic entry on the dude behind packing a shotgun, all the while picking up these golden bags along the way and trying to do it all in 15 mins....
i love this game.
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Mirror's Edge has what you would call bad signposting and a flawed concept.
I understood perfectly well the concept of the game, you seem to be making som broad/strawman assumptions about why some people didn't like it. It was the execution that was lacking.
That said, it was a very interesting attempt and the world would be poorer off without it.
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1) No "bugs" (I mean aliens, monsters, whatever...)
2) No gun aiming (I am the worst of the worst in FPS)
3) Tension (LOTS of it, some pieces of it almost made me feel like running a marathon)
4) Beautiful urban landscapes.
For me it was ace.
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a sequel would be amazing.
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I could have sworn when I first played the game that the pacifist trophy was for completing the whole game. I'm almost certain I had to finish the game before it unlocked for me. Could they have changed the conditions for the achievement in an update or am I just mis-remembering?
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Christ, Mirrors Edge was only out a couple of years ago!!
anyway, one of all time favourites. Had a SOUL this game, I think it was also one of the only games Ive bothered to complete!
And the music worked perfectly.
[link url=http://www.youtube.com/watch?v=i9Ky40VCg7M&feature=related
]http://www.youtube.com/watch?v=i9Ky40VCg...[/link]
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All right, I'll say one more thing. I love that it presents an actual challenge. Not many games do, these days. Maybe I'm old and cobwebby and remember fondly the days when games didn't hold your hand and mollycoddle you, but I actually enjoyed failing again and again, especially in sections that might've been easier if I'd given up my stubborn refusal not to use guns (I didn't even know about the achievement at the time!). Finally succeeding, through my own skill and thought and planning, was always immensely rewarding and fun. I'm thinking especially of the section where you're faced with three guys with machineguns in a relatively small area--run straight in and you'll be shot to death in seconds, but there are obstacles there, and if you're cunning and quick and skillful at disarms and hand-to-hand you can lead them off and take them out one by one. Died about thirty times, but on the final attempt I took out all three in less than ten seconds without any of them getting a shot off. That was, simply put, fantastic.
Brilliant game. In my top five for this generation. That it hasn't had a sequel yet is basically like a crime.
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Still I didn't find the concept that jarring or feel a need to drop into FPS mode at any point... maybe it's because I played Thief so much?
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I own this both on the PC and PS3 so despite it's flaws DICE made an impact on me with it.
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Only mistake they made was letting you pick up the guns... inever have!
Go play it and dont fire a single bullet, game is so much better! The time trials also rule
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It was dull.
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I hate to admit it, but this is now one of my favourite games this generation.
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Also the last level was a little stupid in terms of design. The only way to do it seemed to be by shooting the place up, but damn I wanted that trophy. Either way, I would definitely buy Mirror's Edge 2 because the first one had a lot of potential and originality, and if they iron out the flaws it could be a great game.
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I'd love to see a reboot / sequel, possibly extending the game to have a more open world (but not too huge). Make the whole thing like a super elegant version of Crackdown, or a futuristic Assassin's creed. Might be nice to extend it to having bikes too? I'd love something that felt as tight to control as this, but with the possibility of Danny MacAskill skills.
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It's been a long time since I played a game where I just keep replaying the same level for better times and to improve myself, besides ME the last time must be some racing game from the mid-90s.
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How many other forgotten gems are there that could benefit from a spot like this!
There are so many old games that so many gamers could have played but didn't! Or did play and could use a reminder! Mirror's Edge is still on the shelves for crying out loud!
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While I'm not suggesting that someone does a retrospective of Bulletstorm just yet, please remember that 'retrospective' doesn't always mean Commodore 64.
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Personally, I figure that if it's still on sale on the shelves, it's not a retro game!
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Mirror's Edge really is one of the best games I've ever played and just finding out that EA might scrap it has kind of upset me because I enjoyed it for so many reasons: the incredibly beautiful aesthetic and design elements, the innovative gameplay which captured the free running aspect so well with the focus on adapting to the games 'runner vision' to tackle the environment and utilising it to your advantage against enemies, even the dystopian story that held it together. It's one of maybe 3-4 games where I've gone back and played through the entire thing more than once - it gets better once you understand it.
It would be a real loss if Mirror's Edge 2 wasn't to materialise because of the strong foundations laid out by the first game, and I wouldn't mind waiting another year or two for that happen. In terms of multiplayer, I don't play online in the first place.
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It is, simply put, breathtaking. DICE are geniuses.
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Where the game falls short is the sketchy story and the relative lack of people, other than Blues shooting at you. Again, this is not unlike the early Tomb Raider games, but I would have liked more story (and with the main game engine, not animations). Where it scores is in the rush that comes from being under threat and, well, being able to run away from it. As in many games, this is also a good trick to detract from a linear level design. It's not about exploring, it's about quickly finding a path and solving the 3-dimensional puzzles.