I have not spoken much about DICE's Mirror's Edge, mainly because I have been quietly skeptical about the whole thing. It's not that I assumed it would suck, it's just that everybody had gotten so instantly excited after a mere thirty seconds of concept footage, and I didn't want to fall for the hype.
I decided instead to withhold all opinion until I finally got to take Faith for a spin around the rooftops myself, so it's quite fortunate that publisher Electronic Arts decided to release a demo on the PlayStation Network and Xbox Live. How nice.
We've all had plenty of time to soak in the blue sky and feel the wind beneath our feet, so what do we all make of it? For at least one set of Jimpressions, feel free to hit the jump.
When you fire up the demo, you're treated to a very pretty cartoon cinematic in which Faith explains what has happened to her city -- once "dirty and dangerous" but alive. Now it's been taken over by an Orwellian organization who cleaned things up and quickly made criminals of the dissenters. If they get rid of the chavs, they're alright by me, but Faith -- a runner who delivers messages for the society's more rebellious members -- has other ideas. The spoilsport.
When the game starts properly, you won't be able to escape how bright it is. God, this game is bright. If you've been playing nothing but Dead Space or Silent Hill beforehand, be careful that you don't scar your retinas.
But seriously, it's bright.
Things kick off with a handy tutorial, in which you follow a colleague around the rooftops. Here you get to feel what it's like to be a sky hopping Runner, and I have to confess that it feels pretty good when you're doing it right. My one major fear with Mirror's Edge was that you'd never get the sense of flow that the more precise trailers achieved, but for the most part, if you decide to just go for it, the athletics feel incredible.
The controls aren't the most intuitive in the world, however, so a little practice is needed before you can truly feel like a gymnastic marvel. L1/LB performs a variety of actions, mostly relating to jumping, while L2/LT crouches, R1/RB turns and R2/RT performs more combative moves. It feels somewhat unorthodox to jump with the top shoulder button, but after one or two humiliating falls, you'll soon straighten up and fly right.
Faith is blessed with "Runner Vision," which allows her to see all objects that can be interacted with as red, clearly marking out what you need to use in order to progress through the level swiftly. For the most part, this works well and allows you to keep the flow of the game without using any form of HUD to tell you where to go. At times, however, the red objects aren't readily visible, and with no other way of knowing where to move, you can sometimes run the risk of going the wrong way, if only for a moment.
You're given a handful of opportunities in the demo to try out the combat, or rather, the evasion of combat. Mirror's Edge doesn't want you to get into fights, and prefers you to run, quickly knock an enemy out, or disarm them. The disarm technique is as easy as pressing a button, and it makes the combat feel strikingly uninvolved and easy. You literally walk up to someone, wait for them to swing at you, and then tap a button to take their gun and knock them out. Not exactly interactive stuff. There are other methods, such as sliding kicks, or even some simple gunplay, but the disarm is by far the easiest thing to do.
That said, the majority of the demo is fast-paced and exhilarating. It's essentially Prince of Persia played from a first-person perspective, and it really should fail in practice. However, DICE has managed to at least make it work for the demo, with the athletic abilities such as wall running and wall jumping being completely functional with no apparent issues.
The only time the game slowed down for me was the section just before the air vent, where Faith has to hang from a ledge and jump up to the pipes. It was not very intuitive at all, especially as your destination looks slightly too far away to get to. A little awkward, but only a minor issue.
The level presented certainly works. Running away from a group of soldiers is particularly thrilling, and the feeling of escape is, in some ways, even more exciting than the combat present in most games. Being hunted, as opposed to the hunter, is a rarely tapped form of play, and one that Mirror's Edge exploits to great effect.
I liked the demo enough to play it twice in quick succession, and will probably give it another go. The flowing feel of the gameplay is addictive and I really liked what I saw. If the full game keeps up this level of quality, I think we're in for a very good game indeed.
Verdict: JIMPRESSED!
You realize that's just gonna make me do it more, right?
I'm just that Jimpudent.
I also hope the whole game keeps up this momentum.. we'll soon see :D
but if Jim's Jimpressed then I'm Jimpressed too
I expect a tremendous "we told you so" on the next Podtoid, Jim.
JAY!
outside of that bit, I like it.
But Im glad you didn't destroy the game with words :D
...it is really bright...
Looks like a good game though, will have to play the demo.
What a season it's going to be...
So many damn games. So little damn time!
Hell even the controls are decent with the simply feel of them making it quite a bitta fun to travel from place to place.
But ultimately its flawed by it not being a open world game. Sure not every game has to be open world but the whole idea of free running is you can find your own way and running up a wall/or stairs/or sloping ledge doesn't give the impression of freedom or choice. It just feels to me like im rushing through a level not killing people and not collecting anything which since you can't see what your avatar is doing is just a waste of time.
I can't believe i wasted time playing that demo when a real game like Fallout 3 got a moment to cool down.
@Murumasa123: This kind of game needs focus -- open-world wouldn't suit it well at all. Plus, there's plenty of choice in the paths you take; there's one point in the demo where I was informed by an EA PR rep that there are FOUR different ways to proceed, and one of them is the "best" one.
That's why this game also includes Time Trials, so people can find the fastest way through a level.
I must say though that I got some motion sickness, which never happens to me with video games. But I'll play it with a puke bucket beside me if I have to.
Here's hoping the full game doesn't suck.
Think I'm gonna have to pick this up, EA are putting out some good stuff these days.
But yea, I liked it, actually I loved it, pre-ordered it today to get my messenger bag and I'll be skipping Gears 2 till at least december.
Bravo!
I found the lack of options for progression through a level a little cheap for starters. It's painfully linear, and at times almost feels like it could be one of those old FMV on-rails shooters. Though to be fair, the linearity is fairly well masked by the level design - it usually feels like you have more choices than you do.
Then there's a few times where I had to just guess where to go off a huge leap, resulting in me missing a pipe or a ledge by a few meters and having to try again... and again... and again. The 'leaps of faith' just don't work - they break the flow and stall the gameplay.
The visuals are AMAZING. I can't even pretend to dislike the graphics at all, or the art direction. It's just stunning to look at. But imho, it's not enough to keep me interested. It's a unique and bold concept, but the intrigue wore off fairly quickly and left me neither liking nor disliking it. Apathy.
One of my most anticipated for the season, and I can't wait to get my hands on it.
I loved the demo, and after playing it 3-4 times you pick the controls up well enough to hit rolls every time and actually start looking for faster ways to travel. And not only is the game open-ended enough, but I'm looking forward to the "collectible" part of the game, where you'll have to find alcoves and other hard-to-reach areas.
And as far as this game taking hits for not being open world. I thought the same thing, and have heard a lot of people crying about that. But honestly, I'm not sure it would be a good game if it were open world. The reason it works is because you get caught in claustrophobic situations where the chase is what matters. That all breaks down in an open world. Crackdown and GTA have totally different feels because of that. I'm glad it is what it is.
Might just be the female protagonist.
I love you, Jim.
Also, Jim: That vent thingy? Totally intuitive.
But that's just me :)
I freaking loved the demo.