Daily Mirror

PC,PS3,XBox 360 19 April 2010 | 5 Comments

I picked up a second hand copy of Mirror’s Edge for just a fiver about a month ago. Boy, am I glad I didn’t pay full price for this. I came very close to doing just that after playing the downloadable demo on XBox Live back in 2008.

Mirror’s Edge should be brilliant. A game that enables us pie-eating chuggers to experience the exquisite freedom enjoyed by the perpetrators of parkour should be an absolute revelation. So where did Mirror’s Edge go wrong?

Let’s start with the positives, the many things that Mirror’s Edge gets right. Most strikingly, the game is beautiful. Faith (our protagonist throughout the game) can say what she likes about the smothering homogeneity of corporate culture, but those fat-cats sure know how to build a city. The clinical white buildings splashed with the odd blue stair and orange billboard create a breath-taking vista.

The plot is divulged through series of animated cut-scenes which differ in style to the in-game visuals. Here, the art direction takes on a more hand-crafted style, and it is refreshing to see how the developers wanted to tell the story in a unique way: yes, they are just standard cut-scenes, but the style of animation here subtly changes the pace and feel of the storytelling, adding texture to the game as a whole. Faith’s narrative throughout is corny, but in a good way, like Sarah Connor’s in the two Terminator movies that weren’t eye-searing pain from start to finish.

The real innovation that Mirror’s Edge brings to the FPS table is how it manages to make you think that you are actually controlling a person and not just a floaty camera. Seeing Faith’s limbs in front of you interacting with the environment really adds to the immersive qualities of the first person perspective. If you run into a wall, Faith puts out her arms to stop herself. Slide under an obstacle, and her legs kick out in front. This doesn’t sound revolutionary, and it isn’t, but the sound of Faith’s breathing, the jolts of the viewpoint, the environmental sounds – footsteps, ricocheting bullets – and the fact that you can see your interaction gives the game a visceral quality that many other first person games would benefit from.

Oh, and it’s nice to be called ‘babe’ from time to time.

In a happy and contented world, this article would end here and I’d go back to my luxury yacht’s hot tub to finish dictating the concluding chapter to my second blockbuster novel. Unfortunately, this isn’t a happy and contented world, I only have housework to look forward to, and this article goes on to detail how Mirror’s Edge gets it horribly wrong.

The cracks start to appear almost immediately. By now I am more than used to the hand holding opening scenes of modern video games, and quite often I actually choose to play the tutorial in any given game, when offered the choice. I did so today, when playing the demo to EA’s more-of-the-same-please Skate 3. But Faith’s introduction to the world of running really takes the piss. “Press [LB] to crouch,” the game enlightens us, followed by “Now try to crouch.” Buh. This game assumes you’re a complete moron.

I’m reminded of how both Braid and Trials HD taught you the controls: a little bit of graffiti in the environment telling you the button and its corresponding action, and then an obstruction requiring you to use the new skill. Simple, unobtrusive, and certainly not insulting to anyone’s intelligence. This kind of tutorial would have fitted perfectly into Mirror’s Edge‘s ‘training ground’ premise. You then spend the rest of the compulsory tutorial following a girl called Celeste, and doing exactly as she does, like your in a incredibly dangerous but nevertheless tedious game of Follow The Leader. Wouldn’t it have been much more interesting to be given free rein, to explore Faith’s abilities and limitations as you explore the training grounds? This lack of freedom proves to be portentous of things to come.

In one of her corny monologues, Faith describes ‘The Flow’ of the rooftops as some kind of zen state of mind you reach when Running, suggestive of its fluidity of movement and intuitive route decisions. However,  you very rarely achieve anything approaching a ‘flow’ thanks to the linear nature of the levels and some obtuse design. Each scenario sees you making your way from point A to point B with very little choice of route to take. This wouldn’t be so bad if you could do so in a fluid, intuitive manner, but you cannot (at least, not on your first play through). Instead, you must stop and look for your next viable route (at this point there is often only one) or resort to the Flow-shattering press of the [B] button, which points you in the correct direction.

True parkour does involve meticulous planning of routes, jump distances, surface friction, wall heights etc. but Mirror’s Edge would be better off throwing out the old adage ‘look before you leap’ and just let go. Games are at their best when it is simply enjoyable to control the character. This is why Super Mario Bros. was a smash, and why its 64-bit younger brother successfully opened our eyes to 3D platforming; It’s just fun being Mario, regardless of what you are expected to do next. It isn’t fun being Faith; it’s a clunky, frustrating experience. A more open design, more freedom of movement and more route choice just might have made Mirror’s Edge spectacular. Opportunity missed.

Oh, by the way DICE, if you’re reading this, the illusion of chasing someone is shattered when you can see them just up ahead, waiting patiently for you to catch up as you bungle yet another attempt to jump over a waist high obstacle.

Tagged in ,

5 Responses on “Daily Mirror”

  1. RKS says:

    Nice writeup. :) I had little desire to play this game before and still have none now, but an entertaining read! :)

  2. Marc says:

    Cheers, RKS! It’s a game that people should play, if only because it is hard to put into words what Mirror’s Edge gets right. But I wouldn’t recommend that anyone spend any money on it. The free demo will suffice.

  3. gnome says:

    Excellent write-up, that managed to both disappoint me and save me a few euros. Not bad, really.

  4. Chris Lepine says:

    Hm. I think I can see why you’ve arrived at this conclusion with ME. Have you played Mirror’s Edge all the way through, or even half-way? I mean, all of your comments are directed at the tutorial, which is truly awful in my opinion. It highlights all of the game’s weak spots, which I agree with.

    I too got it cheaply ($5!), but found it some of the best spent money of the year. The outdoor urban environment is unique, and worthy of comment on its own. The trouble with the game, in my opinion, is that those moments of “flow” are so rare… but when they do happen they are sublime! There are times when I ran full tilt, skipped across AC vents, ran along long walls, for a solid 5 minutes, with Faith huffing and wheezing through it the entire time. When those moments happen, Mirror’s Edge reaches a physicalistic embodied experience that is unlike any other game I’ve played. She really can develop a rhythmic attunement with her environment, but the player has to be willing to set aside all of the annoying and frustrating moments just to find a diamond in the rough. The fact that you perceived the potential for “flow” in the game, frustrated by poor level design at moments, is only evidence to its sheer potential for the joy of movement. Its “human” movement strips bare games like Mario.* that are, to me, parodies of free movement.

    I’m not saying that ME was the greatest game I’ve ever played. But it certainly offers a unique and memorable experience that made it stand out against the hundreds (thousands?) of other games I’ve played to date. To my knowledge, there hasn’t been much of an engagement with the game on its merits, and that has resulted in a lack of insight into its potential for enjoyment.

    Good write-up. Really got me thinking about this game again!

  5. Marc says:

    I have played beyond the tutorial, but have yet to finish the game proper (I’m 3/4 of the way through, at a guess). I’m sure I’ll go back to it at some point, but for the moment Final Fantasy XIII, Broken Sword Director’s Cut, Red Dead Redemption, The Settlers (iPhone) and Bioshock 2 are above it in the ‘to play’ pile. I really have my work cut out.

    You make some interesting points, especially about movement. Movement in a video game will always be limited, but it’s how well your character and the controls sit within those limitations that make for an enjoyable experience. True, no Mario game comes close to providing ‘free movement’, but the game knows the limitations of its character well, and the environment is perfectly suited to them. Faith’s movement is superb, but the level design is uninspired, removing most of the enjoyment from controlling her. Maybe the DLC’s more abstract levels succeed in this regard.

    You are right about ME being a remarkable game, which certainly lifts it above the vast majority of me-too titles on the current generation of consoles. For this, EA should be lauded.

    Thanks for the comments, Chris!

Leave a Reply