Review – Mirror’s Edge (XBox 360/PS3/PC)
Tuesday, March 17th, 2009
Mirror’s Edge is a bit of a mixed bag. On the one hand, the game provides an exhilarating sense of movement and momentum, but on the other, certain design choices keep Mirror’s Edge from being a complete success.
Mirror’s Edge is set in a world of totalitarian rule, conspiracies, and underground organizations. The game’s protagonist, Faith, is a Runner, someone who uses the rooftops to travel “between the gloss and the reality”, delivering clandestine messages for clients who wish to remain under the radar. Early in the game, Faith’s sister on the police force (known as “Blues” in the Mirror’s Edge universe) is framed for murdering a promising candidate for mayor. Faith sets out to clear her sister’s name and track down the real killer, hassled by the Blues at every turn. Along the way, she discovers that the truth is much bigger than what she initially suspects.
The story sounds much more interesting on paper than it comes across while playing the game. Most of the cutscenes are presented in a Flash animation style that fails to live up to the quality of the rest of the game’s visuals. These sequences pull you out of the action when the rest of the game seems focused on keeping you firmly inside Faith’s running shoes. The few scenes that unfold using the in-game engine are much more effective at helping you experience things from Faith’s point of view, making me wish the entire story was presented in this fashion.
The rest of the game looks absolutely gorgeous. Faith lives in a city that looks like something Apple would create if the company got into urban development. Glossy white surfaces are prevalent, accented by splashes of bright, saturated color. While this somewhat simplified visual style gives Mirror’s Edge a unique look, it is also functional in helping you navigate the environment. The “Runner Vision” system causes certain items such as ladders or pipes to become red as Faith nears them, identifying proper routes across the rooftops. Early on, Runner Vision is very abundant, showing you exactly where to go. However, the system backs away a few levels into the story becoming more of a confirmation that you are going the right way rather than outright showing you where to go. However, getting lost is rarely a problem as levels are usually fairly linear. There are usually only one or two correct ways to get to your destination.
On the surface, Mirror’s Edge appears to be a first-person shooter, but it has much more in common with a platformer. Throughout the game, you are running from one end of a level to the other with plenty of drop-offs, enemies, and other obstacles getting in your way. A majority of the time, Faith is required to navigate from one platform to another, oftentimes while being chased. However, sometimes getting up close and personal with your enemies is necessary.
Faith has the option to pick up dropped weapons, but the game actively encourages you to use non-lethal means to achieve your objectives. To this end, you have several options that allow you to disarm and incapacitate your enemies. When Faith gets close to someone, they will attempt to hit her with their weapon. For a split second, their gun will flash red, indicating when to attempt a disarming maneuver. A successful disarm results in impressive animations where Faith grabs the weapon and uses it to knock out her adversary. Different weapons result in different take-downs. For example, Faith disarms a shotgun-wielding enemy by kicking their gun into the air, catching it, and cracking them upside the head with it. The window for disarming enemies is pretty small, but Faith can also slow down time momentarily, provided that the ability is fully charged, giving you a bit more time to react properly.
Taking on multiple adversaries without a weapon is a big no-no and will quickly get you killed. However, sometimes you don’t have a choice, and you need to take out enemies quickly. Walking up to them and throwing a lot of punches will eventually get the job done, if you don’t get shot to death beforehand. It is much more effective to run up to an enemy and attack them from the air or from the ground. In general, the more momentum you have going, the more effective your attack will be. A few areas even lend themselves towards literally getting the drop on someone by jumping down from above and landing a well-placed kick to the head. The places where you are able to combine acrobatics with combat are much more enjoyable than taking on enemies in more open areas. For instance, running along a wall and jumping off to kick a guard, spinning them around in the process, never gets old.
While Faith has many avenues available to her for engaging enemies, sometimes the best option is to run away. Running is what she does best, after all, and this is where Mirror’s Edge absolutely shines. The game does an excellent job of simulating movement to the point that it is a joy to navigate the environment, and it becomes a hassle when you have to slow down just to take out a couple of guys in your way. Unlike most games shown from a first person perspective, Mirror’s Edge does not merely feel like a floating camera. Faith’s arms and legs are visible when she is pulling off spectacular maneuvers, and the camera bobs and weaves to her every movement. The game even goes as far as flipping your view over when Faith performs a forward roll. At first, the immersive style can be a little disorienting, but the simple control scheme goes a long way towards making you feel comfortable in Faith’s shoes.
All of Faith’s acrobatic moves are divided into two simple categories: up and down. Upward moves are assigned to the top shoulder button on one side of your controller, and downward moves are triggered by the bottom shoulder button on the same side. The shoulder buttons opposite these trigger Faith’s melee attacks and a 180 degree spin. Placing all of the major functions completely on the shoulder buttons helps give Mirror’s Edge a unique feel while playing. There aren’t many games that allow you to almost ignore the face buttons. Using different combos of shoulder buttons allows you to perform different moves, creating a surprisingly deep system of movement.
In order to be successful in pulling off proper moves, you must keep up Faith’s momentum. For example, hurdling a medium-sized obstacle will give Faith a small boost while sliding under it will slow you down. It doesn’t take very long to get the hang of things, and keeping Faith at full speed becomes second nature. Part of maintaining your rhythm and momentum is learning to recognize different features of the environment and how to best take advantage of them.
See a couple of small boxes stacked next to each other? Use them to get a large boost in height when you jump off them. Need to climb to a platform above you that is too high to jump straight up? Run up the opposite wall, spin around, and jump to it with ease. Falling from a ledge slightly too high up? Trigger a forward roll just before you hit the ground to break your fall.
Despite having plenty of moves available for almost any situation, you will find yourself missing plenty of jumps and falling to your death. Luckily Mirror’s Edge has a very good checkpoint system, so you will rarely have to replay large sections of the game over again. When you are running full tilt across rooftops, making death-defying leaps, or hitching a ride on a subway train, Mirror’s Edge is at it’s exhilarating best. The times when you are forced to stop and take out enemies are where the game can get somewhat frustrating, especially if you are attempting to play through the game without using any weapons. The game is made much easier when you actually use the guns taken from your enemies, even though they are only good for a few shots before becoming useless. There are no boxes of ammo lying around, so once the clip goes empty, you’ll have to acquire another weapon if you want to continue shooting. Holding a weapon also restricts Faith’s speed and her ability to climb, adding a little extra incentive to get rid of a weapon quickly.
Apart from the main story, there are several other modes to play through. Each story level has three hidden messenger bags to collect, and speed runs for every segment become available after your first play-through. Additionally, there are several videos, music, and pieces of concept artwork to unlock, but the meat of the extra content is found in the time trial mode. The time trials feature several courses running through bite-sized chunks of the different levels in the game. Depending on how fast you complete a course, you will earn a rating of one, two, or three stars. It is very likely that you will fail to meet the base time your first few times through a course until you discover the optimum route, something that isn’t always obvious from the get-go. To help with this, you can download and race against a ghost of any of the one hundred fastest times from the online leaderboards. Doing so will reveal the fancy moves and routes through a course that others have used, provided you can stay close enough to their ghost to see what it is doing. The good thing about the time trials is that you don’t have to worry about any enemies bringing your momentum to a screeching halt, but a lot of the courses can be fairly difficult to finish with even a one-star qualifying time, so expect to spend a lot of time trying to shave few seconds off your best time.
Mirror’s Edge is difficult to pin down. It does so many things right that should add up to something great. In particular, the freedom of movement in Mirror’s Edge is unparalleled by any other first person game out there. Despite several aspects of the game bogging it down from being the free-flowing experience it should be, the game is still a lot of fun to play and well worth checking out.
Final Grade: B-
Gallery of Images
- Neo said it best: Whoa.
- Wheee!!
- Kick to the face? Yes, please!
- This should be easy…
- Hey! Who put me in an E-Surance commercial?!
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If you are curious about what I sound like (or remember me from the GeekiN call-in shows last summer), you’re in luck!
I will be talking about Mirror’s Edge on an internet radio show this coming Saturday night (March 21). The show is called Chaotic Radio, and I should be live on the air sometime during the 10:00pm (EST) segment. I will be sure to give Geekshow a plug while I am on. :D
Anyway, the show can be found at: http://www.chaoticradiolive.com
In case you can’t tune in, I believe that they post the recorded version of the show on their site a few days after the live airing.
I need to finnish this game, I actually really enjoyed it…. but its one of those games that got on my nervs after about 20 minutes.
Same thing for me. It gets so frustrating at times but it really fun as well.
I’m stuck on Chapter 7 (almost finished with the game).
I’m enjoying the Time Trials too, but they are REALLY frustrating.
i finished the entire game without watching cutscenes, skipped every single one after the first. It’s great gameplay though, lot of fun to keep hopping around like a duracell bunny on speed
The story isn’t great, but I can’t imagine not watching cutscenes. Shouldn’t one experience the whole game?
The first oaesgraph sounded lime Fray: The Video Game to me.
Paragraph
Hmm, I guess there is a little Fray in there.
I wonder if MIrror’s Edge 2 will have a different runner? I kind of hope so, not that I don’t like Faith, but it’s an opportunity to do a completely different story.
I thought I was stuck on Ch. 7 but it’s actually Ch. 8 (part 2), so I’m closer to beating it than I thought. However, damn, i can’t past this one part (where you basically have to go down stairs and kill a bunch of baddies then exit the building). I hate the shooting in this game.
I know exactly the part you are talking about. Is it the part right after the thing with the sniper rifle? You have to go down several floors?
That part took forever for me to beat, and I ended up doing it without shooting anyone. I kept jumping down the middle using the planters as platforms, and then I made a beeline for the revolving door once I got to the bottom.
That’s the part.
I may have to try that because shooting isn’t doing me any good. :(
So could you be specific about how you jump down the middle? Planters?
WIthout having played that level in a bit, I’m going on pure memory here….
After you put down the sniper rifle, you have to make your way to the main part of the building. There are stairwells on both sides of the room going down several floors. The middle of the room however is mostly empty space, with a few platforms (with potted flowers) running between columns. Several SWAT police are on the stairs, including a couple with machine guns that can tear you apart. The ground floor has a bunch of guys on it, and you have to make your way across the room and out the revolving doors at the front. Once you do, the cutscene for the next level is triggered…the police can’t follow you outside, even if they are right behind you going out.
It took me several tries to get through this part. I believe that I started down the stairwell on one side, ran along the wall and jumped off to kick the first cop. Instead of following the stars around to the next side, I turned to the middle and jumped to one of the platforms between the columns a little ways down. I then jumped back to the stairs ran a little bit around so I could get to another platform on the other side of the room between a different set of columns. From there, I jumped to the bottom floor, hurdled a few obstacles and ran for the front door.
It took a bunch of trial and error, mostly just to figure out where the door was once I got to the bottom. The trick is to try not to drop too far (and die), and make sure to keep moving. If you get stuck trying to take out a guard, you will most likely get shot up by others. If you can keep moving, you just need to run to the revolving door at the bottom, hoping you have enough health to take a few shots.
I wish I could remember a more specific route through there, but I do remember that whichever way I ended up winding around the room as I went down was able to avoid all but a couple cops until I got to the bottom.
Anyway, I hope that helps. This was one of a few spots in the game that I just had to keep trying over and over until I worked out a way to get through (and got a little lucky in the process). At least this segment doesn’t have one of those slow-moving turn handles to open while being shot at.
I finally passed it, doing a little bit of shooting and running.
But I plan to play through the game without killing anyone at some point, and your tip will help me a bunch.
One more chapter to do (I think).
Beat it!
Now on to RE5.
This is a reminder that I will be going on Chaotic Radio in another hour and a hlaf or so (10:30pm EST). If you want to join the chatroom for the show, you can find the stream at:
http://www.ustream.tv/channel/chaotic-radio
I’ll be sure to post links to the recorded version of the show once it becomes available.
Okay, if you want to hear the entire segment that I am in, you can go here (click on “Episode 3″ from the 3/21/09 show): http://chaoticradiolive.com/?cat=62
I come on about 19 minutes in. At first, I read through my review here, and then we discuss the game a little bit. After that, they do a little bit of an interview with me.
If you give it a listen, please let me know what you thought.
To make it a little bit easier, I found a link to a page for the specific segment.
http://chaoticradiolive.com/?p=300