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Review: Mirror's Edge PDF Print E-mail
Written by Cliff Bakehorn III   
Saturday, November 15 2008 17:18
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A couple of years ago the free running thing was pretty interesting to me. Unfortunately, I was never very nimble. I stuck to watching videos of parkour master Sebastien Foucan on YouTube. I always wanted a game to utilize this sport. I was bummed when Eidos canceled their free-running game, but finally, the people at EA and DICE have once again combined forces, taken this idea, and created a game that has a lot of interesting mechanics set into motion. Mirror's Edge, praised immensely after an impressive E3 showing and an entertaining downloadable demo, finally clambered onto shelves last week in one of the most chaotic game release weeks in my recent memory.

The good news is, there are a lot of fun things to do in Mirror's Edge. It is an exciting game that grabs you by the arm, throws you in heroine Faith Conners' fancy running shoes, and tugs you through a gauntlet of tricky 3D jumping puzzles in nine parkour-inspired levels. It looks great, sounds great, feels great – hell, there are a lot of great things about Mirror's Edge. Some of its best qualities have been seen in other games, but it reproduces these thrills with its own flair to keep the experience interesting.

Unfortunately, the bad news is troubling. To throw an already relentlessly washed-out cliché that you already read in someone else's Mirror's Edge review, sometimes the game falls flat on its stylish little face. The game I anticipated to be a fast-paced Run Faith Run adventure ended up, in many instances, throwing nothing but trial-and-error pains in my ass at me. Sometimes, the same controls that I swore were smooth and fluid ended up ripping another hour out of my day because I was stuck on the same jump for countless stupid reasons. Why, EA? Well...at least you are dabbling into the world of new IPs.

Look for the red, hit the jump, and stick it.

There are countless platform and adventure games that lend influences to Mirror's Edge: Super Mario World, Prince of Persia, N+, the list goes on. It even uses the exclusive first-person view similar to the Xbox's under-achieving shooter, Breakdown. Beyond that, the game is reminiscent of Run Lola Run. Even the main character, Faith, is similar to Lola. If you don't know what Run Lola Run is, find and enjoy that quirky German film. Now, with all of that in mind, you have an idea of what Mirror's Edge is about. Like EA's recent hit Dead Space, Mirror's Edge is not (by concept) the most original game out there, so I can't exactly agree with the droves of people who herald it for being completely unique. Still, it has its own sense of style that sets it apart from anything else.

The story is told through animated scenes that reminded me a lot of Samurai Jack. This is sort of strange, considering that these scenes are found between the levels and are the only ones that use this art style. The rest of the game is presented with the real-time graphics during in-level sequences. Mirror's Edge takes place in a government-controlled society where the people are corralled by strict government regulations and deal with large amounts of corruption on many different levels. “News”, as Faith puts it, is nothing more than advertising full of made-up stories circulated by the people in control. The few people with the courage to try and break down the government's control are called “Runners”, and these couriers are responsible for transmitting important messages to each other in order to demolish the “man”. The police and government are trying their hardest to track down the thorns in their side with a program called Project Icarus, so the Runners are in great danger at all times. The story ends up going a lot of different places. There are some plot twists, character revelations, and even a cliffhanger ending – imagine that! You didn't think EA would pull a one-and-done with an original IP, did you?!

mirrorsedge3.jpg

Take it, sucker. It is certainly a lot of fun to kick the crap out of the Blues.

Throughout each of the nine levels, you'll use all of Faith's nimble acrobatics to survive tricky jumps and obstacles, evade “Blues” (the police), and break down the security forces that stand in your way. Anything that can be run on or used for parkour is highlighted in a bright red color so you can have a sense of where to go next. Objects like ramps, poles, and swinging bars will light up and help you find the right path. If you have any further trouble finding out where to go, you can hold a button to look in the right direction. Although this is a little vague and misleading at times, the “Help Me button” idea I have mentioned in Fable II and Dead Space reviews is still helpful whenever you get lost, stuck, or just plain annoyed. There isn't a direct line to follow, though, so sometimes Faith will simply look in the “right direction” even if there is a wall or building between her and the intended point of focus.

Mirror's Edge is one of the better-looking and better-sounding but not necessarily one of the best-looking or best-sounding games out right now. The high-contrast graphics won't blow you away by any means (in fact, some of the areas look rather plain), but the way that the style is bled into the world is interesting nonetheless. The outside world in Mirror's Edge almost comes off as sterile and spotless; if Condemned and Dead Space are “dirty-looking”, this is the polar opposite. Seriously, I would eat my Thanksgiving dinner off of this game's floors. The style fits the game's story well, as people in the game world have no freedom and hardly any possibility of dirtying up the place. The animation, although you cannot see Faith directly (due to the first-person view), is very realistic and authentic. Other than the fact that rooms and areas are actually rather boxy, the game looks great and comes off as artistic rather than oversimplified. The same things can be said about the sound effects and the music – I really got a kick out of the exciting electronic tunes, the voice acting was pretty good, and the sound effects are definitely better than in many games – but overall, nothing really stands out as “amazing.”

mirrorsedge5.jpg

This picture gives you a great view of not only the ground below, but all four of the main colors used in Mirror's Edge: white, red, black, and blue.

As great as they often look, the levels are not as open as I thought they would be. If that disappoints you, then Mirror's Edge might be a disappointment altogether. Although I would hardly call it linear, this game does “suggest” that you go a certain way to most of your objectives. The only time I felt like I had a lot of freedom was when I was on the rooftops jumping from building to building. It seems the idea of “freedom” that EA and DICE had in mind was on-the-spot freedom, or the ability to string together cooler moves than necessary to do something that ultimately makes you feel like a badass (kind of like in Skate). While this idea is successful in some parts; in others, particularly in the indoor areas, there are only one or two ways to go. If you don't figure it out quickly, you will be stuck running around in a room looking for glowing red objects or anything sticking out far enough to grab onto.

Speaking of grabbing, I simply cannot ignore the fact that Mirror's Edge does not feature a grab button. It is as annoying as Skate not having a walk button and Ocarina of Time not having a jump button, if not worse. Parkour is all about being smooth and flowing from one thing to the next as fluidly as possible, and that involves grabbing things like edges and anything that really “sticks out”. Since Faith only grabs things on her own, and I could not manually reach out in desperation for anything to save me from a fatally-calculated jump, you almost have to get the right “line” before running and jumping. If your line is off, you'll often fail to grab that glowing red pole or swing bar that would otherwise get you to safety. This takes away the speedy element that EA and DICE worked so hard to implement and show off, and that is a real shame. Also damaging that idea of speed is the fact that no matter how fast you mash the hell out of the buttons, Faith never climbs up an object or ledge any faster. It's a set speed, every time. The same applies to turning valves or cranks in the game. I recently read an Internet article that mentioned 3D being one of the killers of fast, reaction-based gameplay (found in 2D platformers). Instead, according to this article, 3D gameplay is the innovator of carefully-planned jumps and maneuvers, and it is very unfortunate that this idea perfectly applies to Mirror's Edge. Carefully-planned jumping is okay in a game that doesn't carry such parkour influence.

mirrorsedge4.jpg

Oh, trust me - Faith is totally dead right here. Good job; evidently you missed something, or Faith didn't grab onto something that would save her from becoming a smear on the bottom of this chasm.

The fighting system is hit-or-miss (whoops, a pun). I thought that the hit detection was occasionally “off”, and sometimes I would swing at an enemy to no avail. Faith's slide-kick and jump-kick moves are overpowered but they are incredibly useful and entertaining to use. Kicking a Blue in the crotch never, ever gets old – especially when said Blue shot you and killed you fifteen times in a row when you were trying to make an escape. There are also some really cool disarm moves that are much easier to use if you utilize the game's time-slowing ability effectively. With that said, there are plenty of Blues and bad guys to deal with, but these scenes were some of my least favorite in the entire game. I can only describe how colorful my language was by comparing it to a jumbo-size box of Crayola crayons. Even Ninja Gaiden II and N+ weren't as frustrating as this game is from time to time. Since Mirror's Edge tantalized me with an 80-point Achievement (“Test of Faith”) that is only awarded for not using a gun throughout the entire game, I had to play this way. This makes dispatching the handfuls of guards a lot harder, or it forces you to re-think your strategy altogether so that you simply survive the onslaught of bullets. Seriously, good luck getting the “don't-get-shot” Achievement (“Untouchable”) after the first or second level. Now, aside from my Achievement-whoring game-playing tendencies, Mirror's Edge is not actually that bad. Shooting does not feel as smooth or tight as in other games, but that could have been because I had the analog sensitivity set pretty high (it makes turning corners quickly that much easier).

I was let down by the fact that the story does not focus so much on Faith as it does her sister, Kate Conners. Kate is the one set up in an assassination of an important new political figurehead, and throughout the game you are constantly trying to track her down and save her from being captured or killed for the crime she didn't commit. Faith is more or less just another Runner in a big grand plan, just like the Blues are to the government that she is so antagonistic about. I pretty much called one of the plot twists after playing the demo – not the game – and the finale was also suspected. That is, at the very least, disappointing.

mirrorsedge6.jpg

Sliding is definitely one of the finer and cooler parts of Mirror's Edge.

Mirror's Edge is nine levels long (ten if you include the training Prologue), and that is something that anyone interested in the game should take note of. I beat this game in a matter of hours (with five other games occupying my attention). That timespan does not include the time spent after annoying or accidental deaths, and with that in mind, each level only takes a couple of minutes (maybe 15-20 at most) to charge through. You do the math. The time trials and speed runs are a nice addition, but I found it difficult to care about trying to perfect a level that killed me over twenty times when I was trying my hardest to get through it in the first place. Even if your attention is piqued by Mirror's Edge, I would recommend a rental rather than a purchase unless you are absolutely dying to have it sitting on your shelf.

There are time trials and speed run modes to keep fans of Mirror's Edge glued to the game, but other people might not find such an enjoyable experience in these modes. Personally, I had enough of the game before I was done with it. The frustration of pesky deaths is only backed up by slightly repetitive level design and completely random enemy A.I. Sometimes I would run into a room full of enemies and out the other side without a scratch, and other times I was Swiss cheesed in a matter of seconds after stepping around a corner. If you can speed run through the frustrating parts of the game and still manage to be entertained, there is no reason why you shouldn't buy Mirror's Edge – it is a game made for you. Other people might want to avoid such frustrations, at least as far as $60 is concerned. I am especially happy that a friend and I decided to “go halves” on Mirror's Edge, and because I was the one with the EB Games pre-order, I at least got the snazzy messenger bag as a reserver bonus!

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 Dear, Level 2; the storm drain level: I hate you. Sincerely, Skate.

With its frustrating deaths, occasionally-wonky controls, lack of a grab button, and no multiplayer mode, it is difficult to praise Mirror's Edge when it was released in the most hectic release week of 2008. I can't help but feel like EA had so much more invested into this title than they came out with, and although many could consider it a fantastic “blueprint” or “framework” for an much-improved sequel, that doesn't mean I should recommend that you spend your hard-earned holiday money on it. There are plenty of reasons to play Mirror's Edge – it is stylish, it makes you feel cool to play, and it captures the idea of free running very well – but be wary if you are planning on adding this to your collection.

Final Score: C+

Comments (7)add comment

Parris Lilly said:

Parris
...
C+? yikes!!! I am enjoying this game A LOT and while its far from perfect it is an interesting concept and more like a B in my book
November 16, 2008

Zach Smith said:

zman
...
I haven't cussed at a game in a long time...so yes I died quite a bit. I haven't beat the game but I started playing and I'm a little over half way through it. I agree this game is a rental and I would agree it's a solid C+ or a B- for creativity, but it sure is frustrating when you accidentally die. I would have liked better cut scenes, the flash animation took me out of it a bit. Oh, and I guess no one inhabits their little city but cops and runners lol! I swear I've seen maybe 3 pedestrians. Great review!

November 16, 2008

Larry Marcum said:

Bacchus
...
And the pessimism of Cliff comes to the rescue! smilies/tongue.gif

Kidding, of course. Nice review, Cliff. I'm in agreement with you on most points. And I think zman is right about the cutscenes - they really took me out of the experience.

I'm actually enjoying the time trials a bit more than the main storyline. I don't know, maybe it's just the lack of Blues, but they're definitely giving me a good deal of entertainment at this point. But, I guess if you're not into racing yourself, trying to shave off half a second in your run, then the game won't feel like it's worth $60.

I'm not sure I would rate it as low as a C+, though. I think I'm in line with Parris, as I would probably put this in the B range. Still, good read here.
November 16, 2008

Patrick Cassin said:

Eclipse Solaris
...
I have to say, the Run Lola Run reference is spot on, considering that in both these titles it sounds like you end up seeing the same thing over and over again. I actually hated Run Lola Run, and doubt I'd like this game.

either way, did you ever watch District B13? if not, check that one out. I'm sure you'll love it.
November 16, 2008

James Terry said:

Grif
...
I liked the game and would give it a better score, I didn't have much trouble with grabbing ledges or making jumps. The story is sort of boring and I wish there were a few levels of deliveries, but I don't regret buying it. I think I will put it down soon, but I enjoyed the campaign, and the new color scheme.
November 16, 2008

Alex Ashkin said:

Mad Ashkin
...
Good review Cliff, albeit you used the Run Lola Run parallel a tad too much for my taste, anyways I completely agree with your judgement. smilies/grin.gif
November 16, 2008

Brian said:

Arkonian
...
Great review and I agree on the rating
November 17, 2008

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