Mirror's Edge
Test of Faith.
As you'll know if you've read, well, pretty much anything at all about it, Mirror's Edge is an action-adventure game with a difference. Like so many other titles in the genre, it involves working out how to get from point A to point B and pulling off the right combination of moves to get there. But unlike most of them, it presents the action from a first-person perspective. For this reason it's most often referred to as an action-adventure with an FPS twist. But in fact, it's got more in common with racing games.
At least that's the case when it comes to the Time Trial mode, as we discovered during a recent hands-on session. There is a healthy selection of unlockable courses choose from, each one based on a level in the Story mode. The ultimate objective is to navigate your way to the end in the quickest time possible, hitting the highlighted checkpoints along the way. However, there's more to the Time Trial mode in Mirror's Edge than just beating the clock.
For starters, there are the controls to get to grips with. Because there's no combat involved in this section of the game, you only have the analog sticks and three context-sensitive buttons to worry about. The left stick makes Faith run, while the right stick moves the first-person camera. L1 is used to jump and vault over objects. L2 is for sliding under gaps and barrel rolling, and R1 is for pulling yourself up when hanging from ledges.
It's easy to grasp the basic manoeuvres. The controls are responsive, the context-sensitive elements make perfect sense and it's not long at all before you're running, jumping, vaulting, sliding and rolling with ease. All of this bodes well for the single-player game, but in Time Trial it's not just about whether you can pull off the moves. It's about pulling off the right moves at the right moments, and working out the best route through each level.

The heroine of Mirror's Edge is called Faith, as in leap of, DO YOU SEE.
Which is where the racing game element comes in. Anyone who's spent time with the likes of the Project Gotham games will know you can't just rely on good driving skills to see you through; you have to get to know each track. The only way to get an impressive finishing time is by plotting out the perfect racing line, and working out which points provide an opportunity to shave split-seconds off your total.
It's the same here, with one important difference (apart from the fact you're not driving a car, obviously). Although checkpoints show the direction in which you should be heading, there are multiple ways to get between each one. You're not dealing with a linear piece of tarmac; the path ahead is usually wide open. There's a huge range of environmental objects between you and your objective, and you've got to work out how they might help or hinder your progress.

There's no denying Mirror's Edge has a unique visual style, much like Eurogamer's Tom Bramwell.
As an example, let's look at the first Time Trial course we got to try out, Edge. It'll look instantly familiar to anyone who's seen screenshots of the game - all bright lighting, white backgrounds and primary-coloured details. Your first mission is to negotiate four flights of stairs. You could just run up them, of course, as myself and the other journalists playing did to begin with. Then someone pointed out Faith can wall-run, which makes navigating stairs a little bit quicker. Just a little bit - but as we were to discover, every little helps.
Once out on the rooftop, the next obstacle is a fence which you can vault over or slide under. In terms of the individual moves the slide is quicker, but you lose a tiny bit of momentum - and momentum is all important here. Faith gathers speed as she runs and links moves together. If you do something that slows her down, or perhaps make an error that brings her to a full stop, you'll lose that momentum.
This might mean, for example, that you don't have enough power to perform that big jump at the end of the rooftop cleanly. You'll still make it but only by grabbing the ledge, and you'll lose a split-second as you have to pull yourself up. Similarly, it's important to perform a barrel roll with perfect timing when you land from jumps. Mess it up, and Faith will need a second to right herself - and you'll have lost all that momentum.
But even if you pull off a perfect chain of moves from the start of the course to the end, you won't get the fastest time if you haven't plotted out the best route. This is where the Time Trials have an action-adventure flavour you won't find in racing games. At the end of each trial you'll be told the distance you travelled, and the minimum distance you could have travelled had you taken the best possible route. The distance between these figures is often astonishing. You might be ever so proud of the shortcut you found round the back of that building, that secret jump that saves whole seconds and the hidden zip-line you discovered - only to find you're still covering a hundred metres more than you need to. And you have no idea why.
The result is that while you're repeating courses, you're not only practicing your moves but looking for new shortcuts and better routes. This makes the Time Trial courses more than just a test of how good you are at pressing buttons, and consequently more interesting. It also increases the incentive to repeat them over and over again, as does the star rating system. The only way to achieve three stars is to find the perfect racing line through the course, to work out the best moves for navigating your way through it, and to pull them all off flawlessly.

Mirror's Edge is being developed by DICE - better known for producing Battlefield, of course.
Which is by no means easy. Sometimes, for example, it's just impossible to see how you could reduce your distance travelled. At this point you might want to cheat, and download the ghost of someone better at the course than you. Then you can race against the ghost, and more importantly, see the route taken to get that super-fast time. You can also race against your own ghosts, which is a good way of spotting ways to improve your efficiency.
Not all the courses place an equal emphasis on route-planning and acrobatic precision. In another one we tried out, Stormdrains, there's only one pathway through most of the course - and it involves traversing a series of elevated platforms. There's very little room for error; if you miss a single jump, your only real choice is to start the whole thing again. However, the restart mechanism is fast enough and the courses short enough to prevent this from becoming too much of a chore.

Don't know about you but we're a bit bored of Parkour - it's well Y2K5.
The question is whether the Time Trial mode is good enough to provide long-term entertainment, or whether it'll feel like a tacked-on extra. That will partly depend on what kind of player you are. Those who have the patience to achieve perfection and get a thrill from topping leaderboards will probably find it has plenty of appeal; those who are more Mario Karters than Project Gotham Racers might not.
In any case, an even bigger question still hangs in the air: will Mirror's Edge really be as amazing as everyone hopes? Fortunately it won't be long before we can tell you once and for all, with just under a month to go until it's on shop shelves. For now, though, it's clear that DICE has thought long and hard about how Mirror's Edge can draw influence from other genres, and still offer something different.
Mirror's Edge is due out for PS3 and 360 on 14th November.
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Comments (59) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Yay for on-rails???? I say, boo.
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?
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I'm sorry, have you SEEN how addicted to the time trials people get on that game?
Also, the one thing about the shortest possible distance, down to the other things, that wouldn't necessarily be the fastest.
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..is anyone looking forward to seeing if they can run in firstperson quicker than other people?...i know i'm not
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"This sounds about as "on-rails" as you can get? Is there any freedom at all in the way you can approach a challenge - apart from just "jump over or under," but instead maybe "go this way or that"?
Yay for on-rails???? I say, boo. "
Did you even read the article? There's a whole section in there about finding alternative routes...
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Could be one of the new IPs of the year.
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I have a second job - at Game. I all works out!
Still really looking forward to this. I love the visual style and hope the first person camera works as well as the videos suggest. I want this to be my single player GOTY. Oh let it be so!
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you finished all of oblivion in 8 hours?, now thats fucking impressive
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http://speedrunwiki.c om/Deus_Ex
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I feel certain the story is going to be great and it's going to be fun while it lasts - it how long it lasts that worries me.
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Damn poor people.
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"Did you even read the article? There's a whole section in there about finding alternative routes..."
I see that now, but must've missed it the 1st time. I was skimming the 1st time.
TheTingler, who claims to have played the game, seems to think it's linear, though. I don't know what to think! Wasn't really much interested in this anyway.
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It just seems a little, empty?
Nice presentation, interesting idea, well packaged (music/EA promoting it heavily), blah... but... hmm.
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It appeals to me. That's all I can say. To the others slating it, why bother?
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Guys, stop fooling yourselves, it's going to be a let-down.
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Edit - Oh speaking of DS, love the ad EG!
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Still have hopes for this game.
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:-D
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see Turok Dinosaur Hunter for proof
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Absolutely. Allegedly, first-person melee doesn't work, either. Until people play Dark Messiah.
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I like some of the technical decisions they have made. A lot of almost flat polygons but a lot of geometry detail. But after their other "FPS-racing" game (The Club) I do not have a good feeling about this. I prefer my platformers 2D.
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I played it, and it didn't convince about FPM at all. Riddick however really did.
Now as for Mirror's Edge, it still looks spectacular and it seems as if DICE have got the control issues down, judging by previews.
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Riddick's melee was cool, but it had about 1/50th of the functionality of DMoMM.
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Did Ellie Gibson just Biffo us?
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Too be fair I've only played the level seen in a lot of the videos, and that was very linear. If the other levels branch out a lot that would quell a lot of my fears - but I didn't see any evidence of that.
The first person platforming though worked great though, if that's what people are worried about. The game is built on the whole principle, so there are no (at least not in the level I played) tiny platforms that were so annoying to jump to in Metroid Prime. I would not even really call it a platform game.
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I suspect that you might be right, then again I really quite enjoyed Assassin's Creed for the things that it did well... Before promtly selling it as soon as I'd finished it.
I really do hope that Mirror's Edge is good, purely because I'm sick of rusting, decayed, and dirty versions of the future. Maybe if this game does well then developers might investigate the possibility that the future might not be entirely covered in crap.
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See Metroid Prime for proof that platforming first person can work.
plus this...
It looks like jumps have a long tolerance window, but speed rewards (no pull up / stumble) for accuracy. Classic platforming doesn't work in FP, which is why unimaginitive sh*t like Turok (choke) fail. Redefining the genre to make the mechanics compatible can.
...means that I believe this game definitely has the potential to be good.
To dismiss this game on the basis that Turok ballsed up 1st person platforming is ridiculous. That Jurassic Park game (I think it was called Trespasser) that to my knowledge was one of the first games to try physics based gameplay wasn't particularly effective, but no one said "Real life physics can't work in video games", and if they did they've been proved wrong.
So basically as long as this game doesn't contain dinosaurs it will work.
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http://ramraider.blogspot.com/ 2008/07/least-hideous-games-journalist-industry.html
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Result.
If it's any good of course.
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The fact that it is a first person runner is original.
That there's little to no shooting.
They've integrated a time trial aspect.
Downloadable ghosts in a first person game.
The graphics.
Using colours to inform the user how to navigate.
Pretty much no HUD.
The location.
That there's not just endless enemies coming at you to kill.
etc etc
As is the case on this website, you've already made up your mind so you're not going to agree with my points but I think it's glaringly obvious that this game is original. If some of you don't like some of the original aspects, that's fine but they are original. And yes i'm sure some of these have been implemented slightly into other games but they have not had a whole game built around them.
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I only heard about this in the past week or two, and since then I've been crossing all my fingers and hoping that it doesn't turn out to be awful, because it looks like it could be incredibly fun. Demo, please...