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Also submitted to Spectacle Rock. ^_^
I'll admit it: I was one of the people who bought into the Mirror's Edge hype. Those first screnshots in February really piqued my curiosity, and I admit to getting delicious flashbacks to my time with the Prince of Persia series when I saw the game in action three months later. I've always found parkour fascinating and will forever have a massive love for platformers, so I was understandably very excited about this game. As time wore on however I started to have doubts, and took a more cautious approach. I decided that the platforming itself - or at least what we've seen to that point - looks like it might be top notch, but the question is if the developers can sustain this throughout the game or if it'll be a very short and/or padded experience. Playing the initial level at PAX and the demo a few months later only reaffirmed that opinion. Now that the game is out and I've had a chance to play through it, has it met even my cautious expectations? In short... sort of... Mirror's Edge casts you as Faith, a "runner" who delivers illegal messages using the tops of buildings as your pathways while constantly avoiding the police. The story is told through a mixture of in-game dialog and animated cut-scenes in between chapters. The cut-scenes themselves are average quality at best, looking like they were done in Flash and while providing a sense of style, really contrast with the visuals of the rest of the game. The story itself while not bad is pretty unmemorable and you'll very likely be able to predict all of the twists that eventually get thrown at you. Speaking of the cut-scenes some of them might have made for some nice levels, which is tragic considering the length of the game. The entire story will likely take about 5 hours to run through at the very most, mostly padded due to the trail and error nature of the game, and considering how the game ends is something I find rather insulting. Even if the creators hadn't already stated their plans for a trilogy it was obvious that they plan on making this a series, as the ending isn't really an ending at all... really just setting the stage for the sequel and not actually resolving any sort of conflict. It might not be fair to compare this game to a Valve title, but the Half Life 2 episodes sadly had better conclusions than Mirror's Edge, actually having well defined and achievable goals in each. Sure there's the overall goal of overthrowing the Combine, but at the end of each episode you're left with the feeling that you've actually accomplished something meaningful and grand in scope, which is definitely not the case here. Sure, you save someone, but that's it. It's implied that you may have done more, but only in one sentence if you're willing to sit through the credits and listen carefully. The point is if an episodic game can properly end AND create anticipation for the sequel it is inexcusable for a "full" game to even accidentally not do it.
As for looks, thankfully the game itself looks far better than the once-again-mentioned cut-scenes. The city and characters all look quite good, and animate very well. One thing that is obvious when looking at any screenshot is how bright the colour palette is, leading one to think that this game follows the "blue sky in games campaign". This is a myth, however. You can still count all the different colours in this game on one hand, it's just that instead of brown with smatterings of gray and black you get white with smatterings of red and blue. At a glance it looks very pretty, but the lack of colour variety is still there meaning that one hallway or rooftop really doesn't look any different than all the others. Also, despite being a bustling city there is a disturbing lack of people to be seen, and even looking town from a building will only yield a glimpse of a couple of vehicles on the roads. One other thing, and this just may have been an issue with my television, but the difference in lighting levels between indoor and outdoor environments is rather extreme. An acceptable brightness level for outdoors means indoor areas are pitch black, and likewise what's acceptable for indoor areas blinds you as soon as you step outside. Thankfully you can adjust these in the options during play but it really breaks the flow of the game to have to constantly fiddle with them and I'm sure isn't something the designers intended.
Now it's time to get into the meat and potatoes of the game, the platforming gameplay. Being a parkour-inspired platformer you would expect lots of wall runs, jumps, vaults and rolls and that's exactly what the game gives you. What might surprise a lot of people is that despite being in first person it's done exceptionally well. All your platforming is done via the analog sticks and three buttons: one that does a quick 180 degree turn and two that map to "up" and "down" which mean different things depending on where you are, such as jumping as opposed to running up or along a wall. They work exceptionally well and aside from occasional issues detecting wall running they feel very fluid and satisfying when pulled off successfully. The levels are completely linear but in terms of the platforming are designed very well, offering multiple solutions for getting around many of the obstacles that aren't always obvious.
Where the gameplay falls apart however is the combat. Every now and then the police/private security catch up to you and you can either try and get past them or fight. Fighting options involve either a series of melee attacks or a disarm move. The problem with this though is that all of the later enemies can block all of your melee attacks, and disarming is essentially a quick-time-event that leaves you painfully vulnerable for several seconds while you mess up someone's shit. You can pick up weapons from fallen enemies but the game clearly discourages you from doing so as you'd swear Faith has never touched a gun in her life. The most frustrating parts of the main game are during the far too frequent combat sequences (especially later in the game) where you're not allowed to run away and be chased by enemies and instead have to actually deal with them. To add value to the short main game there are runner bags to collect (which look just like the lovely bag I got for pre-ordering the game ^_^), as well as speed runs and time trials to go through. The latter two seem like a good idea given the race-like nature of the platforming mechanics, but after a few runs it becomes apparent that they are far to unforgiving as in order to beat the target time and progress you need an almost perfect run. If you miss a jump or fall splat on the pavement once you might as well start over as you lost your opportunity to beat the target time. For the 1-2 minute time trials this is okay, but the speed runs take you through the game's chapters and can take up to 10 minutes to complete. Asking the player to do a 10 minute perfect run is a little unforgiving, and only helped me give up on them that much faster. Also in a nearly unforgivable sin hard mode needs to be unlocked, which to me is just a sad attempt to lengthen the game. Now it seems like I'm really dumping on this game, and I suppose that I am. However the platforming occasionally achieves moments of sheer bliss that is unlike almost anything experienced before. If the game had overhauled the fighting mechanic and had been longer (or at least had a satisfying conclusion) I might be more forgiving, but overall it's far more frustrating than fun. I'm certainly intrigued enough to give the sequel a rental when it comes out to see what has been improved however, but it isn't a game I'd recommend to buy unless found for cheap, or as a rental just so you can say you've experienced how they managed to pull off the first person platforming.
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I guess in the end it's all up to whether you feel that the good makes up for the combat in this game :)
Though I can see why to most people this is a rental.
Well, I assumed I was the "not busty" version of Faith, so being naked wasn't quite as appropriate.
Would an almost naked picture of Reverend Anthony suffice?
I really don't know why I was having so much trouble with the disarms. If I could've gotten them reliably the combat would have definitely been more bearable, that's for sure.
1) Slide kick (L2 + R2)
2) Straight punch while they're bending over their bruised nuts (R2)
3) Two low punches (L2 + 2xR2) or another slide kick
That'll take down any enemy in the game, seriously, but those with pistols are easily enough disarmed that you don't need to lose time with this combo.
Otherwise I must say I'm really enthralled with this game and love its hard-as-tits speed runs, but I can understand it's a niche game for people who really enjoy trying something over and over again until they master it.
<3
See, that's the thing. Like I said in the review (although admittedly not as clear as it could have been) I would try melee moves such as the jump kick and the slide kick. Yet I found that the blues in all black armour with rifles would literally shrug off my attacks and knock me to the ground.
Maybe you just needed to time it right, but the same attacks that would work against the pistol and shotgun cops wouldn't work against the rifle ones.