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"Mirror's Edge (PC)"

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This thread has been linked to the game 'Mirrors Edge'.
Mon 02/02/09 at 23:34
Regular
Posts: 2,781
Note: written for my website ShaunMunro.co.uk, thanks! :)

~~~

The platformer-genre has been long-dominated by the third-person platform market, and it makes sense - among others, the likes of the Crash Bandicoot and Prince of Persia series have been huge successes, both critically and commercially, and so, quite simply, why fix something that isn't broken? Nevertheless, Mirror's Edge gaulfully tampers with the formula, instead placing the player in a first-person viewpoint as they attempt to traverse high-rise buildings and outrun a seemingly unlimited fleet of rent-a-cops.

Quite the hype machine has materialised around this title - one recalls a teaser trailer displaying the protagonist diving from a skyscraper, whilst shooting a baddie who decided to take a trip with her. Regrettably, this sequence did not make the final cut of Mirror's Edge, and resolutely, Edge is an ambituous, well-intended title that falls somewhat short of its true potential, making it one of the more frustrating titles in recent memory.

The game's highly unoriginal "nefarious totalitarian state" plotline plays mostly mute throughout this game, yet Swedish developers DICE are smart enough at least not to posit the pretense of narrative depth, instead keeping things, for the most part, fast and intense. You control a young woman by the name of Faith, a "runner", who uses her tremendous parkour (free running) skills to aid the revolution, be it rescuing delegates or simply delivering messages. Aside from a few cartoon cut-scenes sandwiched between the action, there is little plot to speak of, yet, given the unrelenting pace of the game, this is largely a good thing for the sake of intensity.

Edge's gameplay hinges on Faith's free-running skills - she is able to run along walls, perform great leaps without sustaining injury, and these skills are also occasionally helpful in combat, be it in disarming the enemy, or simply disabling them. Furthermore, Faith is imbued with what the game calls "runner vision", whereby useful objects to reach the next objective are highlighted in red, meaning the player has some semblance of a chance (although the runner vision can be turned off if you're feeling frisky). The general structure of the gameplay is fairly agreeable - the acrobatics remind one instantly of Prince of Persia, yet to this effect it is party to the same issues as that series. Due to the complex and unpredictable physics employed in the game, Faith too often becomes trapped in objects, or reacts in an unintended way that causes you to die.

Further to this point, Mirror's Edge is seemingly designed with the intention of infuriating the player - it is difficult to recall a game that kills the character as much as this, and often, it is through not the fault of the player, but the fault of some rickety gameplay mechanics. There are many combustible, seemingly unaccounted for variables that the developers do not have a reign on (or perhaps this was their intention?) - for example, the runner vision will occasionally highlight an object deceptively that, rather than bring you to safety, is likely to cause you death (whilst alternate routes were far more fruitful). I recall several instances where Faith would die, the game would reload, and then within the next minute, she would end up dying another two or three times thanks to these insufferable niggles within the game's infrastructure.

To combat these troublesome elements, however, Mirror's Edge throws checkpoints and savepoints at you in great excess, so the most backtracking one ever has to do is approximately three minutes (and that's one of the more extreme instances). Also, one press of the Alt key will point you in the direction of the next runner checkpoint. Given the hit-and-miss gameplay, this is a welcome addition, yet one wonders why we should even need it if the gameplay had been properly refined. Still, these checks and balances make the game considerably less painless than it otherwise would have been, and mean an average gamer could probably beat the game in 7-8 hours.

The most startling aspect of Mirror's Edge is the visuals - upon first inspection, it is an absolutely stunning-looking game, and by the end, I was still wowed by the texture detail and lighting effects. However, aside from a few sequences, EA have re-used and re-used a small number of primary colours and the same kinds of textures, making for a gameplay experience that often feels over-familar, most notably during the sun-kissed rooftop sections (where yellow, white and red are in great abundance). In fact, it is only in the game's final bombastic setpiece that any visual dynamism really rears its head. Aside from an overdose of brightness on the white rooftop sections, however, Mirror's Edge is an impressive-looking title, in which there is no instance of pop-in or any indication that the system is taking shortcuts to render. Furthermore, in one of the game's more robust features, there is no HUD to speak of whatsoever, facilitating a higher sense of immersion in the game.

In a world of creepy, morbidly-atmospheric FPS games, Mirror's Edge comes as a welcome shot of adrenaline to the heart, with its frenetic pace, bolstered entirely by a break-neck soundtrack that rarely lets up. However, it cannot be forgiven for some overwhelming flaws, which reduce it from a Game of the Year candidate (on paper) to merely a fun, if somewhat disappointing exercise. Had the game not seemingly intended to make the viewer as angry as possible when repeating sections over and over (and then deducing that, in fact, the runner vision was directing you to a much harder route), then it would be a game both visually thrilling and wholly entertaining. Instead, it is a mottled affair that endures some truly pulse-racing chase sequences, yet stifles its own sense of attraction and spectacle with stop-start gameplay. Aside from some flawed production, Mirror's Edge is unlikely to challenge you in any particular sense - it is a brisk title that can be beaten over a long day, and whilst it is difficult to recommend the game as a purchase, it is certainly a well-spent rental, given the time trials and speed runs available once the story mode is beaten.

Mirror's Edge ends with the inference that a sequel is likely on the way (if the game sells enough), and if the developers can rectify the game's inextricable flaws (perhaps with a considerable engine overhaul), then Mirror's Edge 2 may deliver all that this game promised. Still, as a night in at the PC, it is palatable enterainment, even if not entirely satisfying.

Presentation:
Mirror's Edge is packaged very nicely - the menus are austere and futuristic, and the minimalist perspective aids immersion.
8/10.

Graphics:
Mostly impressive with solid textures and lighting, and a vibrant eye for detail. However, it is marred slightly by a textural repetition and overfamiliar palette.
8/10

Sound:
Appropriately bombastic electronic beats give the game its sense of urgency and tension. Sound effects are fine but mostly minimal (footsteps, falling noises).
7.5/10

Gameplay:
The Achilles heel of Mirror's Edge - a fanastic concept that employs some nice touches (namely the acrobatic elements), yet some frustratingly misguided attempts to challenge the viewer result in an inauthentic sense of difficulty that is more bothersome than anything.
7/10

Value:
Story mode can be cleared in a day, yet time trials and online rankings give the game considerably more flavour, even if it still lacks density.
7.5/10

OVERALL: 7.6/10

Thanks for reading,
Reefer
Tue 03/02/09 at 14:16
Moderator
"possibly impossible"
Posts: 24,985
Good review.

It does sound like the PC version suffers a lot while the console version is certainly very playable.

I actually think the constant dying and restarting is more remenicent of the old style 8 and 16 bit games and the time trial sections really make the game worth revisiting.

hm. i need to write a review!
Mon 02/02/09 at 23:34
Regular
Posts: 2,781
Note: written for my website ShaunMunro.co.uk, thanks! :)

~~~

The platformer-genre has been long-dominated by the third-person platform market, and it makes sense - among others, the likes of the Crash Bandicoot and Prince of Persia series have been huge successes, both critically and commercially, and so, quite simply, why fix something that isn't broken? Nevertheless, Mirror's Edge gaulfully tampers with the formula, instead placing the player in a first-person viewpoint as they attempt to traverse high-rise buildings and outrun a seemingly unlimited fleet of rent-a-cops.

Quite the hype machine has materialised around this title - one recalls a teaser trailer displaying the protagonist diving from a skyscraper, whilst shooting a baddie who decided to take a trip with her. Regrettably, this sequence did not make the final cut of Mirror's Edge, and resolutely, Edge is an ambituous, well-intended title that falls somewhat short of its true potential, making it one of the more frustrating titles in recent memory.

The game's highly unoriginal "nefarious totalitarian state" plotline plays mostly mute throughout this game, yet Swedish developers DICE are smart enough at least not to posit the pretense of narrative depth, instead keeping things, for the most part, fast and intense. You control a young woman by the name of Faith, a "runner", who uses her tremendous parkour (free running) skills to aid the revolution, be it rescuing delegates or simply delivering messages. Aside from a few cartoon cut-scenes sandwiched between the action, there is little plot to speak of, yet, given the unrelenting pace of the game, this is largely a good thing for the sake of intensity.

Edge's gameplay hinges on Faith's free-running skills - she is able to run along walls, perform great leaps without sustaining injury, and these skills are also occasionally helpful in combat, be it in disarming the enemy, or simply disabling them. Furthermore, Faith is imbued with what the game calls "runner vision", whereby useful objects to reach the next objective are highlighted in red, meaning the player has some semblance of a chance (although the runner vision can be turned off if you're feeling frisky). The general structure of the gameplay is fairly agreeable - the acrobatics remind one instantly of Prince of Persia, yet to this effect it is party to the same issues as that series. Due to the complex and unpredictable physics employed in the game, Faith too often becomes trapped in objects, or reacts in an unintended way that causes you to die.

Further to this point, Mirror's Edge is seemingly designed with the intention of infuriating the player - it is difficult to recall a game that kills the character as much as this, and often, it is through not the fault of the player, but the fault of some rickety gameplay mechanics. There are many combustible, seemingly unaccounted for variables that the developers do not have a reign on (or perhaps this was their intention?) - for example, the runner vision will occasionally highlight an object deceptively that, rather than bring you to safety, is likely to cause you death (whilst alternate routes were far more fruitful). I recall several instances where Faith would die, the game would reload, and then within the next minute, she would end up dying another two or three times thanks to these insufferable niggles within the game's infrastructure.

To combat these troublesome elements, however, Mirror's Edge throws checkpoints and savepoints at you in great excess, so the most backtracking one ever has to do is approximately three minutes (and that's one of the more extreme instances). Also, one press of the Alt key will point you in the direction of the next runner checkpoint. Given the hit-and-miss gameplay, this is a welcome addition, yet one wonders why we should even need it if the gameplay had been properly refined. Still, these checks and balances make the game considerably less painless than it otherwise would have been, and mean an average gamer could probably beat the game in 7-8 hours.

The most startling aspect of Mirror's Edge is the visuals - upon first inspection, it is an absolutely stunning-looking game, and by the end, I was still wowed by the texture detail and lighting effects. However, aside from a few sequences, EA have re-used and re-used a small number of primary colours and the same kinds of textures, making for a gameplay experience that often feels over-familar, most notably during the sun-kissed rooftop sections (where yellow, white and red are in great abundance). In fact, it is only in the game's final bombastic setpiece that any visual dynamism really rears its head. Aside from an overdose of brightness on the white rooftop sections, however, Mirror's Edge is an impressive-looking title, in which there is no instance of pop-in or any indication that the system is taking shortcuts to render. Furthermore, in one of the game's more robust features, there is no HUD to speak of whatsoever, facilitating a higher sense of immersion in the game.

In a world of creepy, morbidly-atmospheric FPS games, Mirror's Edge comes as a welcome shot of adrenaline to the heart, with its frenetic pace, bolstered entirely by a break-neck soundtrack that rarely lets up. However, it cannot be forgiven for some overwhelming flaws, which reduce it from a Game of the Year candidate (on paper) to merely a fun, if somewhat disappointing exercise. Had the game not seemingly intended to make the viewer as angry as possible when repeating sections over and over (and then deducing that, in fact, the runner vision was directing you to a much harder route), then it would be a game both visually thrilling and wholly entertaining. Instead, it is a mottled affair that endures some truly pulse-racing chase sequences, yet stifles its own sense of attraction and spectacle with stop-start gameplay. Aside from some flawed production, Mirror's Edge is unlikely to challenge you in any particular sense - it is a brisk title that can be beaten over a long day, and whilst it is difficult to recommend the game as a purchase, it is certainly a well-spent rental, given the time trials and speed runs available once the story mode is beaten.

Mirror's Edge ends with the inference that a sequel is likely on the way (if the game sells enough), and if the developers can rectify the game's inextricable flaws (perhaps with a considerable engine overhaul), then Mirror's Edge 2 may deliver all that this game promised. Still, as a night in at the PC, it is palatable enterainment, even if not entirely satisfying.

Presentation:
Mirror's Edge is packaged very nicely - the menus are austere and futuristic, and the minimalist perspective aids immersion.
8/10.

Graphics:
Mostly impressive with solid textures and lighting, and a vibrant eye for detail. However, it is marred slightly by a textural repetition and overfamiliar palette.
8/10

Sound:
Appropriately bombastic electronic beats give the game its sense of urgency and tension. Sound effects are fine but mostly minimal (footsteps, falling noises).
7.5/10

Gameplay:
The Achilles heel of Mirror's Edge - a fanastic concept that employs some nice touches (namely the acrobatic elements), yet some frustratingly misguided attempts to challenge the viewer result in an inauthentic sense of difficulty that is more bothersome than anything.
7/10

Value:
Story mode can be cleared in a day, yet time trials and online rankings give the game considerably more flavour, even if it still lacks density.
7.5/10

OVERALL: 7.6/10

Thanks for reading,
Reefer

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