Mirror's Edge (PC) Review

Recommended Videos

holdthephone

New member
Oct 21, 2011
135
0
0
Mirror?s Edge (PC) Review
Developer: DICE
Publisher: Electronic Arts, 2009


Side effects may include motion sickness, out of body experiences, and the inability to distinguish your surroundings from gymnastic escape routes. People have reported dumpsters appearing as platforms, the urge to vault over their cars, and the way rooftops suddenly resemble stepping stones. Although no one will probably be seen jumping between office buildings at work, it?s best to stay inside for a day or so after completing DICE?s innovative take on the first person perspective.

In Mirror?s Edge, that perspective?s name is Faith, suitable for a woman who vaults skyscrapers. Her eyes are the camera, pan it down and she?s all there; a tank top that meets a pair of light khakis, tapering above her sporty red footwear so as not to obstruct movement. Her head tilts, her chest breathes, and the wind whistles past her ears. You are in this character?s shoes, and few games could claim that to such a literal degree. That bit about motion sickness wasn?t a joke.


As part of an athletic insurgency called Runners, Faith uses her mastery of parkour and free running ? effortless navigation of environment ? to deliver information across the rooftops of a dystopian city. It?s a concrete safety net left untouched by the law, a circulatory system attempting to lend oxygen to a society that according to Faith, no longer breathes.

The isolated canopy of concrete provides an opportunity to get comfortable with Faith?s body and its capabilities, a runner?s toolset of vaults, vertical and horizontal wall runs, slides and landings. It?s disorientating at first, watching the world spin with every tucked roll, seeing a pair of arms reach out to grab ledges, or even the subtle head bobbing when rounding corners. And there?s not much time to straighten out those bearings, as Faith is almost immediately thrown into a conspiracy plot involving some very confrontational police.

Suddenly she?ll be sliding down the escalators of bright, bluely painted subways, breaking into office suites where it feels like you?re dashing through an Ikea magazine, and jumping across the backdrop of a city that?s almost entirely white, shimmering beside a beautiful lakefront. It?s all very pretty but in an eerie way, like the city is too perfect, a well thought out presentation of the game?s premise. Unfortunately, it felt a jumbled narrative was necessary to help guide that theme as well.

At most, that?s all it?s there for, to give Faith a good excuse to run. It?s an immature script scribbled upon a very maturely crafted game, one with an incredible atmosphere pumped by a cardiovascular soundtrack of electronic beats. To have its chapters strung together by funny looking cartoons -- and characters equally two dimensional -- is insulting to the talent seen in the game?s other areas. When lines get as melodramatic as Faith reminding her peers that the media ?isn?t news, it?s advertising,? it?s almost more nauseating than any of the head whipping stunts she pulls off during the game.

Best to ignore it, because learning a game with a very real learning curve while bullet tracers dance around your every step isn?t easy, and will require unhindered focus. Mirror?s Edge grants you wings but kicks you out the nest much too early in this regard, expecting you to master its tricks under a hail of small arms fire from pursuing law enforcement. And you?ll fall, it?s inevitable. Misjudging distances, jumping too early or too late, making awkward and on the fly decisions ? there?s not much time to think when turning around means game over.


But the harsh truth of behind the game is it rewards players who become good at it, and it?s sort of why Mirror?s Edge works, eventually. The idea that missing a jump means fifty stories of windows blurring by as you approach the asphalt below is a terrifying reassurance of the game?s realism. Every jump landed after that ordeal is that much more rewarding. Losing the scent of a helicopter through a series of construction scaffoldings isn?t just an obstacle course of another game; it?s a matter of life and death.

That mentality certainly takes some imagination, but the game is designed to foster it. ?Runner Vision? is its way of conditioning you to think like Faith would, analyzing her urban surroundings for opportunities to escape. It colors these opportunities red, painting the path of a successful getaway. Maybe that?s a pipe that can be climbed, a ramp pointing towards a big jump, or a box to trampoline momentum from. The red coloring of these objects will guide you, but only just enough. Its true purpose is to rewire your brain so it can scan environments at a moment to moment pace, looking for scalable distances at every glance, red or not.

And it works, though sometimes the cops still get a step ahead of Faith, breaking the game up into a series of fight or flight situations. The fantasy trying to be achieved here is obvious and ambitious, but rarely achieved. At its best moments, the game?s combat means two officers wheeling around the approaching corridor and presenting a great opportunity to transfer the kinetic energy of a sprint into a massive drop kick. Sending the first officer reeling, take the opportunity to grab his dropped weapon and sequentially take out his partner. Toss the gun aside when you?re finished or out of ammunition, and keep on running -- no sense having it weigh Faith down.

That?s every bit as awesome as it sounds, but usually the circumstances aren?t as accessible. Often times it?s a warehouse full of heavily armed SWAT officers that are waiting for you, creating a complete circus of trial and error. The cool looking disarm maneuvers demand an awkward melee confrontation, waiting for the enemy to take a swing at you, and grabbing their gun when it flashes red. That?s a nice one on one approach, but there?s no clean way to run at a group of heavily armed men without feeling completely ridiculous, and trying anything fancy is a great way to get killed. Play your cards right and that feeling of being a super human is there, but many of the game?s set ups simply forbid that from happening.

As an escape artist it?s best to run from these complications when possible, leaving them behind to enjoy a much more well executed platforming experience. The adrenaline of it all doesn?t always necessarily come from being chased, either; it?s more from just how authentic Faith?s body feels at any given moment. Something as simple as jumping a chain linked fence, for example, is one of the game?s greatest pleasures. It rattles as Faith scales it, and you can see her legs whipping over the threshold as she vaults over it ? a 6 foot obstacle defeated in an instant as she quickly accelerates to the next. Her body is an animated powerhouse of immersion, it?s never not enjoyable to use.


That remains true in even the slower segments, which probably make up the bigger portion of the game. Outsmarting the law means going into sewer systems, elevator shafts, and other places where people aren?t meant to be, but serve as exciting jungle gyms for Faith?s athleticism. In a way that makes Mirror?s Edge more puzzle like than advertised, but even its chase sequences are constructed in ways that allow for multiple solutions.

Whether it?s methodically climbing higher and higher into the rafters of a shopping mall, or sprinting through the fragile interior of office buildings ? both can be tackled from different angles, and both have their own way of keeping the feeling of tension firm. Conquering complex environments with Faith?s unreal upper body endurance, or flying past the sound of bullets shattering glass, it?s difficult to say what?s most exhilarating.

And it?s only when that tension abruptly snaps that Mirror?s Edge trips over itself. Missing a ledge by a few inches, running into a frustrating amount of guards, or having an oddly placed elevator kill the climax of a heated pursuit ? all are occasional speed bumps in its design. However, it?s the familiarity between the player and Faith that allows it to lift itself above these frustrations, and the best moments are too sweet not to revisit when that familiarity is gained. Whether that?s selecting a favorite chapter and trying to beat your best speeds, or mastering the nuances of the game?s trial courses.

But that first playthrough will always be the most memorable. After all, the game isn?t about memorizing the correct paths; it?s about not knowing where those paths lead. It's about those times when you?re sprinting towards a door, using all of that adrenaline to ram it open, and rushing into the blinding light of the rooftops -- not knowing where to go next. Look in all directions and cherish that sense of panic. You?ll have to make a decision and put some faith behind it, but just make sure that whatever you do decide on, you don?t dare try it at home.



8.5/10
 

PsychedelicDiamond

Wild at Heart and weird on top
Legacy
Jan 30, 2011
2,197
1,102
118
Mirrors Edge was an interesting little game. I didn't like the gameplay all that much but man did i love the visuals. I would have loved to see more of that setting. I'd still like to see a sequel with an open world... you know, something like a first-person Assassins Creed.

captcha: riff-raff. Yeah, captcha... i too remember doing the time warp.
 

Grey Day for Elcia

New member
Jan 15, 2012
1,773
0
0
I don't like ratings out of ten. It's too broad. Like, what's the difference between a two and a three? Or an eight and an eight and a half? To me, the only system that makes sense is a psedu-four point scale with no half marks. It eliminates small gradients, it's tight, compact, straight to the point and very clear. There's less room for small adjustments, so it's very cut and dry at a glance, making the numbers more impactful and meaningful.

0 - Abysmal: not a single redeeming feature and no reason for anyone to ever play it.
(The worst, most broken and shitty games)

1 - Bad: whatever small qualities there may be are vastly outweighed by the game's numerous faults. Only hardcore fans need apply.
(Games that have more bad than good)

2 - Okay: some good and some bad, with about as much of each present. If you like similar titles, you might enjoy this one.
(Your average sort of game, not remarkable, but alright)

3 - Good: plenty of positive qualities to enjoy if you can overlook a few issues here and there. A good experience over all.
(Better than average, but not amazing)

4 - Great: an awesome game with only a couple of tiny problems, if any. Well worth anyone checking out.
(Fantastic)
 

bobmus

Full Frontal Nerdity
May 25, 2010
2,285
0
41
This is one of the best reviews I've read in a while. Kudos.

And yeah, Mirror's Edge broke down for me as a game in levels where too long was spent indoors; that bit with 4 SWAT guys in one small room seemed against the normal flow of the game.
 

guitarsniper

New member
Mar 5, 2011
401
0
0
I really enjoy Mirror's Edge, still do speedruns periodically, and I'd just like to point out that if Faith doesn't rank in the top two or three best designed female action heroes ever, in terms of visual aesthetic, then I don't know who does.
 

holdthephone

New member
Oct 21, 2011
135
0
0
Grey Day for Elcia said:
I don't like ratings out of ten.
I find the .5 scale out of 10 to be my comfort zone at the moment. It's not ridiculously specific like scales that use .1 increments, and there's room for distinction compared to ones that use only whole numbers. I feel like a 1-4 scale would pressure my writing, and lead to a lot of boring '3' scores.

I may look into alternatives later, though, so thanks for mentioning it. But as long as the writing complements the score, I'll be fine for now.

TheBobmus said:
This is one of the best reviews I've read in a while. Kudos.

And yeah, Mirror's Edge broke down for me as a game in levels where too long was spent indoors; that bit with 4 SWAT guys in one small room seemed against the normal flow of the game.
Thanks for the kind words!

And yeah I think those SWAT team setups wouldn't of been that bad if you could choose to run past them, which would fit the game's philosophy. But there's usually so many enemies that trying to run becomes a pretty ugly experience. It's possible, but just as awkward as the combat in those situations.
 

Grey Day for Elcia

New member
Jan 15, 2012
1,773
0
0
holdthephone said:
Grey Day for Elcia said:
I don't like ratings out of ten.
I find the .5 scale out of 10 to be my comfort zone at the moment. It's not ridiculously specific like scales that use .1 increments, and there's room for distinction compared to ones that use only whole numbers. I feel like a 1-4 scale would pressure my writing, and lead to a lot of boring '3' scores.

I may look into alternatives later, though, so thanks for mentioning it. But as long as the writing complements the score, I'll be fine for now.
Why would that be bad? A three means the game was good. That's a good thing. If you write a review to fit within an idea of a number range in your head, you're doing it backwards, and wanting to over complicate a number to seem more interesting is just plain disingenuous and silly.

I just don't see the value in a number between one and ten. What is a three and why wasn't it a two? What's a three and a half? What separates a seven from an eight? It's just too broad to have any relevance at all. Then on top of it if you have halves and that's an even bigger mess. What value is there to a reader to see a six and a half, as opposed to a seven? If I see this game, with a score of eight and a half, then I see another game with a score of eight, I have no grasp on any sense as to what that half a number means.

The simpler something is, the better. If you only have a handful of very clear brackets, it's instantly obvious what defines a two and it's clear what's better than what; a four is better than a three on that scale, but an eight doesn't seem to be much different from a seven on yours, so you end up with entirely pointless numbers. Will you ever use a three? A two? A six and a half? All these little notches get passed over because they are just too small to express a genuine progression or regression. Engineers work by seeing what they can take away from something and still have it function. Trimming the fat just makes sense.

Oh, then there's the whole issue of inflation, where people like to use the higher end of the scale and you end up with seven being "average," which is just dumb as hell.

EDIT: remember, the score is meant to be an easy way to instantly tell what the reviewer thought at a glance. The actual body of text is where you get complicated and express your in depth opinion. You want people to be able to tell in a general sense how the game was with just a number. An eight and a half out of ten doesn't tell me much other than it's good and I have no idea what would make it better than another game you review with a score of eight.
 

holdthephone

New member
Oct 21, 2011
135
0
0
Grey Day for Elcia said:
I just don't see the value in a number between one and ten.
Isn't this all relative until you get to know a reviewer? For example, you couldn't say I suffer from score inflation without reading other material first. You couldn't suggest that I'm guilty of skipping over the lower end of the scale, when I have in fact used it.

If a 10 is the best end of the scale, than an 8.5 should have very positive implications to any reader. If other reviewers have soured the 10 scale through inflation, or by translating a 7.0 to "meh", and having the 8.5 score as some vague and overused term -- that's not my fault. I can disguise a rating system however I'd like, but no system can disguise a vague critic. A 1-4 scale is just as susceptible. This is only a preference, readers will latch on to good explanations, not digits.

I'm not even sure you read the review, but I assume you must have to be making these points. Hopefully I can better represent the score with my next submission, but if it continues to fail, I'll look into alternatives.
 

Grey Day for Elcia

New member
Jan 15, 2012
1,773
0
0
holdthephone said:
Grey Day for Elcia said:
I just don't see the value in a number between one and ten.
Isn't this all relative until you get to know a reviewer? For example, you couldn't say I suffer from score inflation without reading other material first. You couldn't suggest that I'm guilty of skipping over the lower end of the scale, when I have in fact used it.

If a 10 is the best end of the scale, than an 8.5 should have very positive implications to any reader. If other reviewers have soured the 10 scale through inflation, or by translating a 7.0 to "meh", and having the 8.5 score as some vague and overused term -- that's not my fault. I can disguise a rating system however I'd like, but no system can disguise a vague critic. A 1-4 scale is just as susceptible. This is only a preference, readers will latch on to good explanations, not digits.

I'm not even sure you read the review, but I assume you must have to be making these points. Hopefully I can better represent the score with my next submission, but if it continues to fail, I'll look into alternatives.
No, no, it's not that your review is bad or that the score is really all that bad. I just have a grudge against that scale.

Cary one!
 

RoyalWelsh

New member
Feb 14, 2010
849
0
0
Good review, I do hope they make a sequel, this game has so much potential to be a successful franchise.

Also, I own the PS3 version and even though it does have great visuals, I so need to get the PC version. The graphics on that must be outstanding.
 

holdthephone

New member
Oct 21, 2011
135
0
0
The Red Dragon said:
Good review, I do hope they make a sequel, this game has so much potential to be a successful franchise.

Also, I own the PS3 version and even though it does have great visuals, I so need to get the PC version. The graphics on that must be outstanding.
I didn't manage to cover it in the writing, but the PC version does look much better and the mouse controls make this game finally feel natural.
 

Tadman

New member
May 28, 2012
29
0
0
This a one-of-a-kind game. A genre so small It's practically non-existent.

I really need to grab myself a copy of this game. I have played it before and remember enjoying it a great deal, but for some unexplainable reason I stopped half-way.
 

porpoise hork

Fly Fatass!! Fly!!!
Dec 26, 2008
297
0
0
Nice review..

I liked the game because it took a different approach to the 1st person shooter genre and had a really nice contrasting look, but lost interest in it 1/2 way in and stopped playing. Maybe it's because other games also came out That I wanted to play more I can't remember. I have been thinking about picking it back up and playing it now that I have 3D setup.