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by Bethryn, Level 35
Last updated at September 7, 2009, 1:54 pm
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I have a bad habit of picking up single player games several months after their release. The experience tends not to be dulled, and they're more value for the price paid, but I miss out on all the hot discussion and general banter that came before. I'm developing a slight love of 3d platformers, like Prince of Persia, Assassin's Creed and the latest Tomb Raider games, and Mirror's Edge falls broadly into this category, so it wasn't one I was going to pass by. Indeed, I actually feel that its platforming performs much better than last year's Prince of Persia. But if I had to describe the single player experience, I would lean slightly more towards 'proof of concept' rather than a polished game without flaws.
Platforming
To start off with let's look at some of the best things about Mirror's Edge. The general running experience is a pleasure to play however you look at it. In the Prince of Persia review above, I noted that much of the platforming was discrete, i.e. so long as you were in the right place, you would always make a given jump regardless of when you hit the controls. I prefer a more continuous experience, where the better you time your jumps and movements, the further you go. Indeed, many of Mirror's Edge's ledges are such that, at a slower pace (Mirror's Edge implements a good system of gaining momentum) you might just barely grab the edge and have to pull yourself up, but if you approach at full tilt and time your jump perfectly, you can almost vault from one building to another.
The running is something that you get very used to after about an hour or two of play, but at the same time, the game was designed with a wide variety of routes through the cityscape built into its levels, giving a lot of replayability once you're beginning to master the ins and outs of the system. Indeed, there are often some extremely inventive ways of speeding your way through particular areas using your surroundings (and since the game comes with time trials, these have been picked up on by some of the best runners). There are a few quirks with the way momentum is handled, notably that balling up while in a short jump, and wall running give you momentum, and there are a few issues with the use of attacks while jumping resetting your 'fall height', but these are exploits that people have discovered as ways of speeding up, rather than issues that detract from the single player experience in any way.
Visuals
One very noticeable point about Mirror's Edge is the artistic direction. White is almost everywhere, and the city looks wonderful for it. Admittedly there are a few oddities, such as white trees and plantlife, and very rarely the bloom will cause some climbable objects to blend into the environment making your route hard to realise. At the same time, some very vibrant colours are employed for other areas, which looks incredibly pretty. Having been involved in theatre lighting for a few years, this left me somewhat confused, as I'm more used to seeing colours used in games to indicate mood, but I'm fairly sure it's just very nice eye candy ( although I'm not sure I'd like to work in an office where the walls are all lime green...).
To help you navigate the city at first, 'Runner vision' paints route-indicating objects in red, a fact that is lampshaded in-game by a, "How to tell if some you know is a Runner," announcement ("A fondness for the colour red"). Sadly, despite having a PhysX card, I was unable to get it to work with Mirror's Edge, so many of the cool physics-based visuals were lost on me.
Story
The story is told using voice comms in-game and flash cutscenes between levels. I can't say I'm the biggest fan of the cutscenes. Meanwhile, a couple of the levels, while a joy to play, left me wondering what part of the story I was really involved in while doing them. That said there are several which have obvious and fairly interesting bits of plot in them. Nevertheless, I felt the plot was too simple and the manner in which the story was told didn't really make up for it (unlike in Portal, where you have a simple story but the game makes you feel like you're in Chell's situation, uncertain of what is going on around you and wary of the disingenuous way GLaDOS gives you information; I didn't really feel like I was Faith so much as I was watching Faith, perhaps because many of the things that matter to Faith happen when you're just watching rather than playing yourself).
Combat
The combat is really where I felt a sort of 'tech demo' issue come on. The learning curve for melee combat is, I feel, very poorly drawn out. In the 'tutorial' you are given a quick explanation of combat, but this doesn't really cover very much at all of what you need to know. In general, this would be solved by practice, but the game doesn't throw that many enemies to practice on at you; most all of your practice involves failing at a task, then retrying it again and again until you start to understand combat. Unfortunately, because this involves dying, it's not that pleasant an experience. I can understand that the designers didn't want this to be a combat-focused game, but at the same time, doing the game melee only can be a frustrating experience.
To be totally fair, you don't have to play the game using melee weapons only. You can pick up the weapons of anyone you knock out and easily gun down opponents that way... but it doesn't feel right at all. The melee combat system is much more interesting to play with, especially since I personally felt that Faith wouldn't be the kind of person to kill someone (so much so that I committed suicide without hesitation after accidentally kicking a man off a building... poor Faith just couldn't live with herself). One of the nice things about doing combat this way is how fragile you are; you can rarely take on two 'SWAT' members within view of each other, so getting your opponents out of each other's lines of sight is necessary and a fun challenge.
However, DICE didn't think this through when you meet armoured guys with SAWs. Twice in the game you meet these guys - who never move - in line of sight of each other, at the end of a combat section. You have a high chance of dying, and if you do, you have to repeat the entire section again; it's more a matter of luck than skill to take them out. The learning curve for these guys is very steep indeed. There is also the matter of the Pursuit Cop, who tends dodge many of your normal melee attacks. Not only are these guys exceptionally resilient because of this, but you meet them without weapons so melee combat is your only way through. And when you first meet them, there are three: you're thrown in at the deep end, and many players found this section frustrating.
Now, with most enemies, you can disarm them, with a quick-time event when they try to melee you if you get in close. You can also automatically disarm someone so long as you are directly behind them. After a lot of time spent fighting Pursuit Cops, I and the friend I was playing with discovered that you can 'disarm' them by getting behind them and using their tasers against them, instantly knocking them out. They turned from one of the most difficult enemies in the game to one of the simplest, but you have to find this out yourself. In one sense, exploring the many options of combat is great, but in another, I don't think this is a well thought out learning curve. As I said, I can understand DICE's desire to keep Mirror's Edge from being a combat game entirely, but I think they should have structured it much better to let players learn a bit about each new foe, allowing them to experiment a bit, before throwing more and more of the enemies at the player once they've had the opportunity to master each new style of fighting.
Overall: Worth Buying
Although it clocks in at somewhere between seven and twelve hours' play for a single go, the Mirror's Edge story is, I feel, quite replayable (there is a harder difficulty setting without Runner Vision and Faith is even more vulnerable to the - rubber? - bullets). I'm not the sort of person to do Time Trials, but learning most of the different routes is enjoyable (and there are a few hidden items to find in each level if you're interested in that sort of thing). I expect a sequel, and if DICE keep the platforming as it is, but introduce the combat more sensibly, as well as perhaps adding a bit more enemy variety, a few more challenging ways to circumvent obstacles for time gains, and give us a stronger story, it'll really put Mirror's Edge on top of its genre. And even though I take it to task over the issues above, they don't ruin the game; if you haven't played Mirror's Edge yet, do so. It's cheap, enjoyable and a good indication of the road 3d platformers should be looking at going down in the future.

13 comments
Dizko Sep 7, 2009 at 2:25 pm
+1 votes
I loved Mirror's Edge, and I'm happy that they're making a second one. I was disappointed in the story as it was weak and full of holes, not to mention the forced 2D cut scenes was a bit jarring and shattered any immersion factor.
I also found that the combat was insanely easy and then SUDDENLY was difficult. They didn't do a good job of slowly building your ability to fight. They told you what to do in the beginning but then didn't make you use it until like 3/4 though the game when you forgot how to REALLY fight.
Beautiful game, great concept and I cannot wait until Mirrors Edge 2
I also found that the combat was insanely easy and then SUDDENLY was difficult. They didn't do a good job of slowly building your ability to fight. They told you what to do in the beginning but then didn't make you use it until like 3/4 though the game when you forgot how to REALLY fight.
Beautiful game, great concept and I cannot wait until Mirrors Edge 2
Helion Sep 7, 2009 at 2:37 pm
+1 votes
I would have liked Mirror's Edge if it kept you what you are defined as from beginning till end: A RUNNER. I would have liked a lot being able to evade combat, maybe with some added difficulty while running away, but there were some indoors locations where you had to face SWAT teams who had millisecond long disarm chances, and puzzles that couldn't be solved with 5 people shooting at you. The stupid way they implemented combat and soon made it unescapable was infuriating for me.
In one section I had to annihilate a building's worth of guards using their weapons, because the alternative was a series of incredibly difficult jumps which killed me on the slightest mistake. That's how to get a game about parkour properly wrong, or at least, a lot of it.
In one section I had to annihilate a building's worth of guards using their weapons, because the alternative was a series of incredibly difficult jumps which killed me on the slightest mistake. That's how to get a game about parkour properly wrong, or at least, a lot of it.
Bethryn Sep 7, 2009 at 2:43 pm
+1 votes
Yeah, having viable - but difficult and time-consuming - escape routes from all combat situations would be another way of doing things.
One of the disarm chances is quite badly done, I think it's that of the SMG guys. Your chance to disarm them comes a fraction of a second before they hit you, rather than when they start swinging the gun (which is when it happens on every other gun swing in the game).
One of the disarm chances is quite badly done, I think it's that of the SMG guys. Your chance to disarm them comes a fraction of a second before they hit you, rather than when they start swinging the gun (which is when it happens on every other gun swing in the game).
Opet Sep 7, 2009 at 2:53 pm
+1 votes
Yeah, having viable - but difficult and time-consuming - escape routes
from all combat situations would be another way of doing things.
Almost every single fight in the game is runnable away from. With the exception of the assassin and Ropeburn (and possibly the saw guy at the end of one of the rooms in the shard on hard difficulty).
from all combat situations would be another way of doing things.
Almost every single fight in the game is runnable away from. With the exception of the assassin and Ropeburn (and possibly the saw guy at the end of one of the rooms in the shard on hard difficulty).
Bethryn Sep 7, 2009 at 3:05 pm
+1 votes
There are two where you have to get very lucky to do so. Staircase fight and the fight where you have to climb a pipe to get away from 2 SMGs and 1 shotgun.
The other issue is that you have to know where you're going before you can get away: for example, the route in the red box room is one I don't think many players would recognise instantly first time (not least because room is red so your runner vision doesn't work here oh noes!).
The other issue is that you have to know where you're going before you can get away: for example, the route in the red box room is one I don't think many players would recognise instantly first time (not least because room is red so your runner vision doesn't work here oh noes!).
Helion Sep 7, 2009 at 3:11 pm
+1 votes
Almost every single fight in the game is runnable away from.
Quite a few of the fights in the ship. All the indoor fights in the building approaching the harbor are unescapable. I won't bother remembering more, as they are painful memories.
Quite a few of the fights in the ship. All the indoor fights in the building approaching the harbor are unescapable. I won't bother remembering more, as they are painful memories.
Opet Sep 8, 2009 at 8:16 am
+1 votes
In the ship I think there's one saw guy before a turny door you have to mcslay, the other 3 can just be dragged down to your end before you leg it away from them! There is a sly way to do almost everything, you just have to look for it.
Check out some speed running videos for an idea of which bad guys are necessary to slayerise.
Check out some speed running videos for an idea of which bad guys are necessary to slayerise.
Project_Xii Sep 7, 2009 at 6:19 pm
+1 votes
I quite enjoyed Mirrors Edge too, though I "borrowed" it from work (gotta love the 7 Day Gamestop guarentee), so not having to pay to keep it made me enjoy it a lot more. Played it on PC, looked fantastic. One of my co-workers told me that there was an achievement for 360 for not firing a gun for the whole game. So I didn't, even though there were no achievements on PC. That made the game REALLY fun heh.
Can't say there were any real hard parts. The only bit I got stuck on was the carpark, where 3 of those heavily armoured guys came out, and the ending part. In the last section, you have to actually make the enemies shoot the computers for you, so you've got to run around for awhile without dying. And then the heavy machine gunner blocking the door way will NOT move, so you've got to run down the corridor towards him, completely in his line of fire, bouncing off walls and sliding around and praying haha. I ended up managing it though, and I think I got the full experience for it. It was fairly easy already, I can't imagine how easy it would have been if I'd actually used the weapons.
Can't say there were any real hard parts. The only bit I got stuck on was the carpark, where 3 of those heavily armoured guys came out, and the ending part. In the last section, you have to actually make the enemies shoot the computers for you, so you've got to run around for awhile without dying. And then the heavy machine gunner blocking the door way will NOT move, so you've got to run down the corridor towards him, completely in his line of fire, bouncing off walls and sliding around and praying haha. I ended up managing it though, and I think I got the full experience for it. It was fairly easy already, I can't imagine how easy it would have been if I'd actually used the weapons.
Bethryn Sep 7, 2009 at 6:22 pm
+2 votes
Yeah, I'd say doing it without weapons is the real way to play.
(there is actually an easy way of doing that guy in the server room, it just involves a bit of exploration)
(there is actually an easy way of doing that guy in the server room, it just involves a bit of exploration)
Raj Kumar Bhardwaj Sep 21, 2009 at 3:11 am
+1 votes
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