MAGAZINE

Running Down the Mirror’s Edge

Edge Staff's picture

By Edge Staff

November 8, 2008

See also:

Related Articles:

The designation of FPS is useless here, unless it’s repurposed to Fast-Paced Stunts.

Mirror’s Edge, close as it is to release, already has the world behind it, but, we suspect, still isn’t yet fully understood. As attractive as its clean good looks are, its abstinence from the weapons that popularly define any first-person game could prove puzzling for some.

Solving a lot of this will be down to EA’s marketing, but its early stages, a build of which we’ve played, will be the test of DICE’s ambitions. It’s a test that the game passes easily. Though the tutorial has a worrying knack of over-complicating things, thankfully, once the game proper begins, you realize DICE has created a world that’s both visually arresting and beautifully functional.

Executing an unbroken flow from A to B is what Mirror’s Edge is all about; stringing together a few moves increases your speed, and there’s a purity and zing to bouncing between surfaces and popping over a low handrail in one smooth motion. Red environmental elements, which act as targets for you to hasten to, might initially seem condescending in labouring the obvious, but in fluid play they become enormously welcome. They allow the player to focus on reaching a destination swiftly, without too much stop-start exploring or trial and error.

They also help with what may be the biggest difficulty for Mirror’s Edge – a player’s usual instincts in first-person mode. The designation of FPS is useless here, unless it’s repurposed to Fast-Paced Stunts, and overcoming inclinations toward caution and inertia in first-person should perhaps have been one of the tutorial’s priorities. Instead, the police bring it home. The first time they appear, your gravelly voiced navigator simply tells you to run. As they block one route, you change direction and keep running, looking for those flashes of red that offer a way to maintain momentum, even when you’re sprinting at full tilt at what looks like a dead end. Such leaps of faith are exhilarating.

The pressure forces you to keep moving, to try new combinations, and only very rarely are you forced to confront an enemy physically. The opportunity to disarm an opponent is brief, though this can be widened using bullet time accumulated through earlier stunts. Two or three police will easily down you in seconds, so it’s far more effective to dash around them, stopping only to wall-kick or slide at single enemies directly in your path.

Stepping back from these breathless sequences, you can see the linearity of the routes you’ve been channelled down. But Mirror’s Edge is clever at making the world look open and occasionally offers multiple routes to a red destination. It’s not unusual to find straight runs over and under obstacles for building momentum, while for every jump that needs precision and timing there’s a stretch to build up some speed. And for every misjudgment, there’s an instant restart.

This last point helps immensely with the game’s only serious problem, which will hopefully be tweaked: pipes. Jumps between them often end with a miss, due to a rare moment of counter-intuitiveness and the tendency for the view to clip right through the geometry of the target. It’s a small falter in a control scheme that’s otherwise an absolute triumph.

Minor gripes aside, Mirror’s Edge looks like a brave new direction for first-person games, and it plays like one. Your first steps are bewildering, but they soon become bewitching and even oddly familiar. DICE’s game offers plenty that’s new, but some that’s old and borrowed too. It isn’t an FPS, not as we think of them. It’s a Full-on Platformer, Stupid.

x9z's picture

I can actually jump across platforms without falling off a 100x. Mirror's Edge is unlike any other first person game out there...expect many copycats after it's release.

tirminyl's picture

I have lost count at how many times I played the demo. Cannot wait to pick this up this week.

N1njaSquirrel's picture

For a developer that previously only did battlefield games, this looks incredible.
i loved the demo, and after playing it for a few hours, you begin to see how small things like wall runs and the RB is so useful to shave off valuable seconds in speed runs.
Have to say though, the PS3 version plays better than the 360 version, probably due to the fact that the sholder buttons are more buttons than triggers in the 360, minor fault on the controller's side, but it's not that much of a hinderance. Also, there was a lot of rendering problems with the 360 version than the PS3, but that's (hopefully) due to it being a demo.
Can't wait for it to come out!

Mystakill's picture

That's because the PS3 was the lead development platform for Mirror's Edge (http://www.google.com/search?q=mirror%27s+edge+lead+platform). Like Burnout Paradise before it, that makes the PS3 version stand out as the better version. The inverse is true for most of the 360-to-PS3 ports, where the PS3 textures, shaders and framerate usually take a hit.

Either perspective is bound to get fanbois up in arms, but it's pretty much common sense. In our multi-console house though, we get the best version, or the version with the most potential future DLC, regardless of which platform it's on.

One must wonder if things like Fallout 3's poor showing on PS3 is due to their deal with Microsoft for exclusive DLC, as Bethesda clearly knows how utilize the PS3's hardware (http://www.google.com/search?q=oblivion+ps3+vs+360). I would've purchased the PS3 version out of principle (due to multiple RRoDs, DRM, bad support, etc.), but ended up with 360 version due to the inadequacies of the PS3 version and potential lack of future DLC. Bethesda turfed sales of the PS3 version with their announcement at E3; not a smart move at all.

NickgamertagO1's picture

I agree with the lead console argument, that just makes sense.

Bethesda as you stated did confirm DLC exclusivity to the 360, but that deal alone should have nothing to do with the PS3's version having some frame rate issues. I can't imagine a developer coding a game to have frame rate problems on purpose. It may be that Bethesda has had more time with the 360 since Oblivion to learn its particular strengths. I don't know if either the PS3 or 360 were lead platforms for Fallout 3 or if the PC was the lead platform then ported over as some developers do (Capon recently mentioned that's how they handled SFIV). If that's the case, the 360 may have the advantage since its architecture is more similar to a PC than the PS3’s is. Not that it’s bad the PS3 is (from what I read) "eccentric" or difficult to develop for, but in situations like these, it could be more of a hindrance than advantage.

And as far as turfing PS3 sales, the 360 was bound to sell more copies anyway. I think the installed base and seemingly increased popularity of multiplatform games on the 360 has more to do with the assumed relative poor sales of the PS3 version (when compared to the 360 version) rather than a deal Bethesda announced at E3. And if people want the 360 version INSTEAD of the PS3 version due to DLC, well that doesn't hurt Bethesda at all; it’s still a copy of the game sold regardless of the system. I don’t know if they opted to make DLC only for the 360 since its possible the development cost of DLC on the PS3 would be higher than the potential return, Bethesda just likes the online platform of the 360 better, or MS just paid them off. Either way, I’m sure the PS3 will have solid sales, lack of DLC or not.

x9z's picture

I've played the PS3 and Xbox 360 demo, I have to admit the 360 version has less jagged edges.

Mystakill's picture

I haven't tried the 360 demo yet, but will compare when I have time. Right now, I'm trying to recover my hijacked Steam account because some asshat apparently social-engineered it out of Valve much easier than I've been able to through their support channel :(

x9z's picture

Sorry to hear that, my World of Warcraft account got hacked few weeks ago. I was fortunate enough to get all of my belongings back. I heard there are people running a business in Russia that hack thousands of account per week. Now I'm running COMMODO firewall 2 anti-spyware software and 2 paid anti-virus softwares. Hope everything works out for ya!

Mystakill's picture

It turns out that it's virtually impossible to reclaim a Steam account if you haven't purchased anything with it, since the support people apparently rely solely on purchase history to verify ownership. Once again, anything outside of scripted support responses is verboten.

I guess Valve won't be getting any more of my money for console games now, at least not full-priced first-sale copies.

Daniël_Niks's picture

...finally played the demo. The game has a nice feel about it. Something familiar and something fresh at the same time.

I think lots of gamers will appreciate it.