Review - Mirror’s Edge
19 11 2008
Mirror’s Edge feels like when you scratch an itch but it sort of stays there, so you scratch it some more and it starts bleeding, and then it just becomes a mess. Seriously. That may be an odd analogy to use, but Mirror’s Edge, developed by Dice who make the Battlefield series, has some really great ideas that sort of get tedious after a while, and by the end of your time with the game you’ll be preying for it to end just so you can find out “who done it”.
Dice’s latest effort sees you playing as Faith, a young, energetic woman who delivers important, secretive data through a supposedly utopian city full of staring eyes and praying “blues” otherwise known as police. Delivering this information requires some pretty inventive ways of getting around, so you’ll be free running almost everywhere you go in order to get to where you need to be without anybody seeing.
Well, that’s the theory of it anyway. Obviously, (although my simple tastes were satisfied) something had to go wrong somewhere, and, of course it does, with your sister getting mixed up in a murder of a politician, which is where the game gets its purpose and you spend almost the full game trying to get her back. Getting her back means getting info from people and being in certain locations damn quick, and so how are you going to get somewhere without being seen super-fast? You’re going to free run over the roof tops of course! These sequences are usually the fastest sections of the game, and to help you reach your destination with the necessary punctuality; you’ll be jumping, ducking, sliding, leaping, diving, swinging, mounting, climbing…the list goes on and on and on. All of that basically makes this game one hell of an action platformer.
In terms of gameplay, which is definitely the game’s strong point, there are a bunch of things which make Mirror’s Edge original and fresh, the first being it’s simplicity. To begin with, you’ll be extremely daunted by the large amount of stuff introduced to you in the training level, where you learn all of the game’s basic manoeuvres, and the fact that the button you’ll use most of all is LB doesn’t help the situation (especially mine because my left bumper is mental and doesn’t even make that satisfying “click” noise when you press it in). However, despite the extremely steep learning curve, you’ll get the hang of it after a couple of missions, and from then on you’ll have muchos fun flying around the city. So what about the level design? I can tell you, mirror’s Edge is pretty much as linear as it gets. Unfortunately, this isn’t some kind of first-person version of Crackdown allowing you to free roam through a sand box world, and you’ll have to follow very specific paths to lead you to your next location which is a little bit of a let down.
Once you’re at your destination, which is usually some sort of building, you’ll have to navigate at a slower and more methodical pace through ventilation systems, elevator shafts and normal boring old corridors. These sections are usually peppered with pretty easy puzzles which usually involve doing simple tasks such as opening or closing valves to stop steam from scolding you as you walk past a water pipe…yeah, they’re very simple. However, this change of pace is extremely refreshing, especially in the later levels of the game where Dice decided (wrongly) that it was a good idea for you to be chased by fellow free runners who are trying to beat you up whilst you’re getting from place to place, which can get extremely annoying.
This leads me nicely onto the next port of call, which is the combat. Yes, this is a first person action platformer with fighting in it to boot. Can anyone hear the alarms of “too much stuff!!!AHH, BURNING IN THE FIRES OF EXCESS”? OK, that may have been a little bit over the top, but, you know, sometimes I can’t help the melodrama. As you’re running about the city the “blues” will shoot at you, and you’ll have a few options of how to dispatch of them. The first thing that you can do is beat them up, which is extremely difficult and if you get more then one on you you’ll have no chance in hell at winning, and the other thing you can do is beat one of them up, pick up their gun, and then shoot everyone else with it. Now this may be by far the most effective method of killing everybody, but from an academic perspective, it’s not very satisfying, an Dice have tried to shoe horn both melee and gun combat into a platformer with only minimum success. I think that Dice nearly got the melee stuff right, what with you being able to do quite a number of attacks, and you can even slow down time and disarm enemies, which is quite cool. However, without any real focus, the combat in Mirror’s Edge is by far it’s weakest point.
Something quite outstanding about the game is its audio design. From the sound of Faith’s footsteps which change depending on the acoustic of your location, to the excellent soundtrack which you can hear on any of the game’s trailers, Mirror’s Edge does the “sound in games” industry proud.
For me, it was definitely the graphical style of the game mixed with flawless sound design combined with a compelling story that made Mirror’s Edge a good game. If there weren’t so many other little problems like the very short (6 hours) campaign, lack of multiplayer, linear game pathway, continuous repetition and bad textures on character models, then this game would have been one of the best of this year. Despite that, Mirror’s Edge is definitely worth a look, especially if you’ve been seeing a lot of colourless games out there; a combination of style and fluidity make this a game you should at least rent, but don’t go spending £40.00 on it, there’s not enough there to warrant your purchase.
-Tom Rhodes-
Categories : Multi-Platform, review







































