Mirror's Edge Preview
Doing a runner.
Mirror's Edge isn't your typical videogame dystopia, and that's exactly the point. There's no rust, no rubble, and no legions of storm troopers running through shattered streets. Instead there's gleaming cleanliness, a spotless high-rise environment of shining steel and glass without a leaf out of place. This is an altogether different vision of hell - a sanitised and well-kept prison where the population have traded their personal freedom for crime-free streets, limitless supplies of sexy gymwear and a shoot-to-kill anti-littering policy. It's a world, you suspect, where somebody has made the trains run on time: a dystopia, then, but a subtle, believable one. That sly kind of thinking is the first sign that Mirror's Edge might be something special.
The second sign is the visuals - and that's in terms of design, not just fidelity and polygon stats. This is a case of form following function, a look dictated by the blank canvas of the city, and the Runner's Vision which allows Faith, the fleet-footed courier protagonist, to instinctively know which environmental objects she can use as she heads from A to B. Rather than highlighting useful bits of scenery in a shimmering videogame glow, the game paints them a primary colour. The results are striking and distinctive, and the few existing Mirror's Edge screenshots are already unmistakable. It's a rare style, and one that would look good running on any system, no matter the hardware power.
And the third, and most important, sign is focus. This is a game about movement, and it elevates the simple act of getting around to a position of prime importance. That's a potential risk, particularly as Mirror's Edge is emphatically first-person, which, when combined with platforming has historically been about as much fun as being backed over by a combine harvester. But there's something about this one that inspires confidence. The developers talk a good game, certainly, but don't they always? Instead, hope lies in the clarity of the design, in the sure-footed poise displayed in the environments and style. Mirror's Edge may finally be the game to break the curse of wonky jumping and floaty combat that ultimately sunk previous first-person action games like Breakdown. It's certainly got ideas as to how it plans on doing it.

What's in Faith's satchel? We'd guess donuts, but since this is the Unreal Engine 3, it's probably a cube of meat.
For starters, developer DICE has taken pains to put the person into first-person. Look down and you'll see a torso and legs beneath you; jump, and your feet kick out in front, allowing you to guide your descent; run, and you'll find you have to build up speed realistically, each foot that hits the ground providing not just a reassuring animation, but an actual physical sense of movement and connection to the environment. Other games have tried this, and Dark Messiah of Might & Magic got closest, but there were still times your body was clearly just another bit of scenery. For Mirror's Edge to pull it off, the effect has to be near-perfect.
Then there's the control system, which is showing a lot of promise. It's heavily streamlined, but not, thankfully, pared down to the autopilot standards of Assassin's Creed. Given the game's focus on vertical environments, Mirror's Edge's two main buttons are L1 and L2 on the Sixaxis, which are used as 'up' and 'down' (how well this will map to the 360's bumper remains to be seen). Both work contextually: pressing up allows you jump over low railings, or grab ledges and pull yourself onto them; down sends you into a slide if running, or lets you roll under barriers. The system's apparent simplicity hints at a game that wants you to master it quickly and then begin experimenting. You can cludge your way through these levels stupidly, bouncing off air vents and smacking into walls, but you're not getting the most out of the game until you can fling impromptu combos together with abandon, thinking on your feet, and moving through the landscape like a sweatpanted torpedo.

You'll spend a lot of time in Mirror's Edge looking at your feet. It's kind of like a shyness simulator.
This all sounds fabulous, but there's a problem: if only EA would actually let us have a go at the game ourselves. A recent press event initially suggested that we might finally get to put our feet in Faith's bright red trainers, but our hopes were shattered and it turned out to be another opportunity to watch a developer perform a walkthrough. Chin up, though: at least they showed us some new stuff along the way.
Things kicked off with a leisurely play through the original trailer level - presumably to convince the many doubters present that this is in fact real in-game footage. The blue sky and white buildings are already classics, but the slower pace of the demonstration allowed us to more fully appreciate the way the Runner's Vision washes a layer of pure primary-colour information over the sheer HD city. There's no need for any disruptive third-person camera lunges to mark out your target, a distant door, when the game can make it shine out of the surrounding landscape simply by painting it bright red instead.
Equally, multiple routes and opportunities seem to suggest themselves everywhere, and even though the level is a simple trek from start point to finish line, there's a real variety in how you get there, whether you choose to wall-run, pick your way around fences, or hurl yourself from rooftop to rooftop. Throughout this, the bob and weave of the camera is invigorating without being distracting, and the final leap from the last building triggers Reaction Time, built up through successful movement combos, which allows you to slow proceedings at crucial moments where you have to pull off something particularly tricky in mid-air.
If the trailer level suggests that this is one long, uninterrupted sprint of a game, the new environment we're shown next changes the tone entirely. Moving from the top of the world to the bottom, we're now deep down in a storm drain - a massive pit of gleaming concrete - looking up. The job here is to work from railing to walkway, picking a way to the top. There are gentle puzzles - move a crane-load of pipes to act as a bridge - but nothing that would stump Dr Rubik for very long. Much more exciting is the effortless way Mirror's Edge slots itself into a new rhythm, a cautious and precise stop-start pacing that's a lifetime away from the smooth free-running on the rooftops above. It's a shame to see a little bit of cloning going on (one pile of boxes turns up several times, which can be particularly distracting when you're trying to get your bearings in such a sterile environment) but the game has lost none of its self-assurance in the change in gear.
Getting to the top of the drain, there's a final surprise - violence. A quick kick allows Faith to snatch a rifle from an enemy, and then it's into FPS territory as you've come to expect it. Sort of. Gun in hand, the balance with which Mirror's Edge manages its separate mechanics is on display: fire-fights are a welcome change after all that climbing, and the business of finding cover and trading bullets is handled with noisy flair, but the game never lets you forget what it's really about. Pick up a weapon, and your movement is instantly limited: guns are an encumbrance you'll need in certain situations, but you'll be happy to ditch them again once the fight is finished, so that you can regain your intoxicating litheness once more.

It's hard to disagree with any society where dashing about in fancy split-toe trainers and a Toni and Guy haircut is a crime punishable by death.
To see Mirror's Edge running is to instantly want to play it, but that's not to say there isn't anything to worry about beyond the fact that EA are being sparing in handing over the controller. Even if the game succeeds in nailing first-person movement, there are still huge problems to overcome in terms of hand-to-hand combat - something we've seen very little of so far. It's also a little disappointing to learn more of the back-story (even if it is presented in fantastic flat-colour anime) and discover that the justification for all this acrobatic rebellion is a kidnapped sibling; Double Dragon-style justifications don't seem appropriate turning up at the centre of a game that otherwise seems to transcend cobwebbed tradition.
Parkour, bullet-time, and the kind of premise that, while refreshing for games, could still fit rather snugly into one of those more introspective episodes of Star Trek: such is the grace and self-assurance of Mirror's Edge's presentation, that it comes as a slight shock to eventually realise not many of its components are actually that new. But at the centre of the game, the ambition for the broadening of first-person play is a charmingly risky agenda, and the potential rewards could reinvigorate at least two aging genres.

First-person punching can be awkward: that's why people switch to third-person in real life fights.
It's the risks which make it easy to understand why EA seems a little nervous about Mirror's Edge: failures like Breakdown have proved that people tend to expect a healthy does of "S" along with their "FP", and the strengths of this title - its style and quirky approach - mark it out from the crowd in a way that is probably already making focus testers feel sick in the mornings.
But DICE at least seems confident in what it's doing: little details show their enthusiasm, such as the placeholder text in the hint screens that reads, "If you can dream it, you can do it", and suggests a team that has a serious devotion to the task at hand. Mirror's Edge may have a lot to prove, but there are a couple of things that it's already got right: it understands that if you're going to spend most of your time in action games moving, then moving should be an interesting activity in itself, and it also tries to take its players somewhere different. Until we've played it for ourselves, we can't yet tell what that's going to be like when we finally get there, but it should be fascinating finding out.
Mirror's Edge is due out on PC, PS3 and 360 later this year.
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Comments (53) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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snore
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[link url=http://www.youtube.com/watch?v=RBbJFyHKEAA&feature=rel ated
]http://ww w.youtube.com/watch?v=RBbJFyHKE...[/link]
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It wont - this is a typical console title.
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It looks fresh and well designed, a good first person feel and not (seemingly at least) a same-old same-old concept
P.S. As I got more and more through assasins creed, the auto-pilot seemed to switch off and I ended plumeting tens ofmetres onto the pavement below more and more.
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"I gotta have Faith, Faith, Faith..."
Although I didn't much like the game itself, Battlefield BC shows DICE know their way around the PS3. I've got a good feeling about this one. From the original concept (jeez EG, give 'em a break - can't be 100% new ideas) to the trailer (the cinematography and music works so well), there's a real style about. Someone with taste and sensibilities seems to be in control (proper clothes, sensible shoes and human sized norks on a female game hero - who'd have thunk it were possible), so this is next to Wipeout HD on my drool list.
Frod - dream on, buddy. It might have six million times anti mip map volumetric whatever shading or something, but keyboard and mouse? For a fast platformer? Book yourself some RSI treatment now. The graphics won't need the processor horsepower. As Aldo says - it will all be in the controls, and I'm guessing that binary keyboard controls won't cut it.
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looks and sounds good, looking forward to it
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It just looks a little too gimmicky for me. I mean why first person? I probably will check it out when the time comes but it honestly looks a bit mediocre to me IMHO of course.
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Erm, no.
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Have you read anything on this game because I'm pretty sure this question has been answered multiple times... Furthermore, why not?
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Besides which, I'm increasingly aware that jumpy/climby/puzzly games constitute one of my favorite genres. This might be the next evolution in the Tomb Raider/ Prince of Persia lineage - basically, the platformer all grown up.
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The PC always being better argument is partially valid if your PC is up to it for starters, as for the keyboard and mouse thing, the PC has both, I personally prefer a pad for most games so use my 360 controller but for other games like command and conquer the mouse is perfect (as it should be).
But then again my PC costs more, but its does more as well as games, basically you can go all day with arguments for and against.
Either way looks like this should be some fun.
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...after you've waited 6 months for the patch that finally makes the game playable on your system and bought the additional 15 gigs of ram needed to make the game look (ever so slightly) better than the 360 version
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Here's hoping.
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Dude, go back to the hole you crawled out off. You OBVIOUSLY have no idea about PC's.
What kind of an idiotic comment is that about the RAM? Crysis runs fine with 2GB of ram. This game is far from the level of Crysis when it comes to graphics so there's no way it'll require more then 2GB of RAM. And wait 6 months for a patch? Like the console versions don't get patched as well? And btw, a patch usually comes a week or 2 after the game's release if there are critical bugs. And the Xbox360 SUCKS in graphics compared to a decent built PC. And when I install a new game it's playable right away! Only morons like you have issues runing a game on the PC.
Go back to this little Green toy you call Xbox360.
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You made me snort my tea, you swine.
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The trailer almost even convinced me to buy a ps3!
If it's on other platforms.. then yay!
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It did work rather well in Dark Messiah of Might & Magic.
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"What kind of an idiotic comment is that about the RAM?"
I don't know...perhaps one that's been deliberately exaggerated for comic effect?
Perhaps you should go back to your l33t gaming rig and, presumably, spending your time being chronically defensive and insecure.
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Hehe, the cheek, after you swallowed frod's bait hook, line and sinker, and went into Defcon 1 mode yourself.
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In other words we don't even need to wait a review to know it'll suck...
@frod
PC version will be massively superior.
Massively superior? Hmmm...
In any case I hope you'll have fun sitting behind your tiny screen and keyboard. I'll pass though.
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Can we stop this now? Game PC's do cost more to buy than consoles - because they are not heavily subsidised by a big company desperate to force everyone to have its hardware under their TV's (and before you mention MS, I am using PC to mean what it originally meant: Personal Computer. Whether thats Windows, OSX, Linux, Solaris, BSD.....). However, because of this, PC games are also significantly cheaper to buy than console games, as its largely a free market. So lets talk about the price of the system over its lifetime shall we?
And PC gamers play on "tiny screens and keyboards"? My laptop runs on a 17" widescreen by default, but also plugs into my 32" HDTV just like my 360. It also runs at a much higher res, usually without cheating and upscaling, unlike some systems I could mention. And as for the keyboard being seen as a negative, I snort in your general direction! Anyway, is that a wired or wireless keyboard? And Mouse? 360/PS2 controller? Other generic controller? Wii-Mote?
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Crumbs! Is today official everyone-is-captain-serious day?
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Lol.
Given that those things working in a fp view is kind of fundamental to the ENTIRE product, coupled with EA DICE being an experienced studio, we can probably safely assume that they put a fair amount of effort into determining whether ir not that is the case. Rather than just dismissing it out of hand, in our infinite wisdom, based on a movie or two.
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It was demoed with a 360 pad. So a console controller would appear to be the most natural choice, at least from DICE's point of view.
If the game is more about movement and very little about aiming, keyboard and mouse is likely to be a hindrance rather than an advantage. Seriously, just put a hand on your keyboard and think about how quickly you'd be able to hit up and down buttons if you've already got WASD covered. Not impossible, but a pad user would be able to react so much more quickly, and have analogue precision as well.
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Fractionally easier, if anything. With my left hand on WASD and my right on the mouse, I have my fingers already on both my usual 'up' (jump=right mouse, or space if right mouse is needed for guns) and 'down' (crouch=shift) buttons, rather than having to move my left index finger between L1 and L2. It being a PC, you'll also be able to reassign the buttons as you like. Analogue precision in hitting buttons seems a bit off too; possibly the analogue movement speed would be handy occasionally, but then again this seems to be about dashing as fast as possible, so a pressed key is equal in effect to a maxed analogue thumbstick.
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Good point. On the other hand, I've bought my last couple of consoles (and a couple more as gifts) from a store that gives me a years free rentals (one per month per console.) Since most games bore me inside a week, I spend very close to nothing on software.
Also, when I look at cost of ownership of a gaming PC, I have to put a certain value on my own time invested - researching compatibility of parts, troubleshooting, upgrading, maintaining best drivers, patches, etc. It's a lot of work of the sort I would typically bill someone for, vs. considering it "entertainment".
That said... I still love the mouse for an FPS, but something tells me this game will be a good fit on a gamepad despite the first person perspective.