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Parkour (or freerunning for those who like to supplement utility with aesthetic) has long been an interest of mine. For some reason or another, I've never really taken any kind of personal initiative to develop the skill myself. Either I'm too busy to find the time, too out of shape to put forth the energy required (idiotic), too poor to take a class, or too whatever else to blah blah excuses.
I'm sure you all know the drill. It's that instrument we never quite learned how to play, or that painting that sits unfinished on the canvas. Perhaps even that girl you never kissed. SIGH
So, when Mirror's Edge was originally announced, I was quite the eager beaver. Here would be an opportunity to virtually experience the kind of exhiliration and efficiency of movement that I'd long failed to follow through on in my own physical reality! Too bad that the game itself was a mess of fickle mechanics, cheap and lazy animation, and incongruous emergent play.
Yet, every so often, I pop in that disc and try my damnedest to run to my flabby heart's content. Why? We'll get to that.
For now, let's start with the superficial problems; the niggling things that won't necessarily impact your overall experience of a game, but sure as hell don't help you to like it any more than you're already inclined.
Take Faith (you know you want to), a girl who is supposed to be a young, subversive, badass, Asian runner chick. At the risk of sounding as though I'm the worst kind of stereotypist (95 WPM, bitches), did it strike anybody else as curious that her voice delivers every line like a wisened, middle-aged, Caucasian diplomat with unrivaled abilities in elocution and public speaking?
How about we forget those qualifications for a second. The fact of the matter is that, intuitively, Faith simply does not sound like she looks or the character she's purported to be. And that's really a shame, because a character that felt completely grounded in the mythos would have made for a much more identifiable and immersive experience (something the first-person perspective was, presumably, trying to achieve).
Combine that with poor dialogue, conversational pacing that makes obvious the influence of what SHOULD BE seamless editing, and a narrative going through all the motions of trying to be interesting and cool while actually being, well ... not.
Through and through, Mirror's Edge is riddled with inconsistencies.
One of the first things that's presented to you is the aesthetic foundation of the gameplay. Stark, washed-out, sparse and utilitarian environments with glimmers of red, occasionally pulling your eye (and thus your motion) in a general direction of objective. Unfortunately, while the game encourages you to recalibrate your chromatic sensors to this dichotomy of "RED amidst WHITE = GO HERE" and "BLUE amidst WHITE = BAD GUYS", the game never really follows up on the clarity it suggests.
Don't get me wrong, I find the majority of the environments to be quite appealing from a purely aesthetic point of view. But once you've entered places where ALL the walls and lighting are red, or ALL the walls and lighting are blue, directional cues are all but swept away.
Not only does the colour dichotomy abandon you, but your environments are also highly-saturated with reasonably scalable objects and surfaces, some of which SEEM to indicate level progression (based on your immediate perspective) but actually go nowhere at all. Mind you, this sort of thing does increase your sense of agency and capability as a freerunner, but only serves to frustrate when you have no idea where you're actually going!
Finding your way from beginning to end becomes less an intuitive, fluid, graceful run, and more a matter of trial and error. Sometimes even spending minutes at a time exploring every dead-end "path" in a localized space to later discover that one spot you missed, thus negating any sense of personal freedom you might have come to develop, no matter how illusory.
Ultimately, you're too often transformed from a highly-skilled delivery girl into a crazy, spastic bitch hopping on every air conditioner in the room!
Which, by the way, brings me to an aspect of level design that also contributes another brick to the "immersion wall": Who the hell builds an office building containing at least one floor that consists entirely of an elevator leading down an empty hall to a ventilation grate? Tsk, tsk, Mirror's Edge. There's so much that you executed so very, very wrong, when your concept had all the potential in the world.
It's been done before. In an industry and culture where the first-person perspective is dominated largely by so many shooters, some creators have had the all-too-reasonable idea that maybe other genres could be translated in such a way. Why not survival horror? Why not puzzles?
The answer is, of course, that there is no good reason why not. First-person perspective has the opportunity to impress upon the player a very satisfying and convincing level of immersion (sick of that word yet?), and has only become standard fare in one small niche of the medium's potential pie. As pervasive as FPS might be, the ratio of the number of mechanics it represents to its size in the culture/industry is GROSSLY out of proportion.
This is why I respect Mirror's Edge. I don't feel that the concept is broken, or even the majority of the controls or mechanics themselves (though proper angle of approach can be hard to discern, yielding a lot of missed wallruns, followed by a stream of expletives). The breakdown is between how the game suggests you play and feel, and how the game actually makes you play and feel.
Don't impress upon me an immediacy of danger and momentum and then throw me off of a got-damned roof or down a sewer pipe because no clear exit was in sight! That ain't right.
In the meantime, I'll be running and leaping and falling and tumbling all over the place. Not unlike the unbridled play of rolling around in Katamari Damacy or the satisfying sense of both relaxation and thrill while webswinging in Spider-Man 2 (hush, naysayers). Once you remove from this game the sense of objective or contest, it can provide an exceptionally satisfying state of play, and delivers something approaching that aforementioned sense of "exhilaration and efficiency of movement" that I'd longed for since before its release.
I truly hope that there's a Mirror's Edge 2 in the works, or even a peripheral approximation developed by some other inspired team. With a few refined touches -- and a greater degree of consistency -- this concept could be one hell of an enjoyable and empowering thing.
This promoted blog was written for our April Monthly Musing assignment, "E For Effort." You too could get promoted if you write something about sex in videogames over on the Community Blogs.
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Completely agree with you on how the game ruins the flow. You'll be in the middle of doing a perfect line of really cool looking stuff, then end up jumping off of a building because it seemed like what you would be doing. You then spend the next 5 minutes trying to figure out what is the "right" way to progression through the line, completely stopping your momentum.
Mirror's Edge is one of my favorite games this generation. I am aware of the flaws, but they can get covered by the runs and stuff you can do in it in my opinion. Not to mention the colorful presentation.
Also, I can't believe I never noticed the BLUE + WHITE pattern that enemies spawn! I just got schooled.
Now, I'm not quite done with Mirror's Edge yet, but what I've seen so far, I just love....However, you've touched on pretty much every problem I have with this game. I'm not picky, so I wouldn't say I hate it, but I'm glad to see someone else, not just me, had issues with "Oh my God, WHERE DO I GO?"
However, I didn't hve so much of a problem with Faith...Perhaps that's because I'm not too far into the game. For now, I'll agree to disagree. :P
Anyway, nice work.
You definitely nailed the love/hate for this game. Good MM.
That being the case, who can I call at Guinness to inform them that the gaming community is almost unanimous on a subject?
I also want this aforementioned survival horror parkour game. Awesome idea.
Also, I to am hoping for ME2 to realize the potential of the first one.
Congrats on the front page!
I never got the complaints about trial and error... that is a part of games, figuring out where to go and how to make that jump were the gameplay... I like gameplay. I never understood the problems people had with the shooting sections, it controlled like any PC FPS game I ever played and was fine. I never understood the not knowing where to go issue because it had a button which pointed you in the right direction, plus glowing red objects.
There are a lot of games I love but can understand why others don't... Morrowind, the early Splinter Cell games, pint and click adventure games... but I have NEVER understood the issues people have with Mirror's Edge. They're just outright falsehoods in my experience, and it's a lovely game I cherish.
It's a shame the sequel will likely suck due to "improvements."
I wanted to reacquire the game not so long ago since it's dirt cheap now but I can't remove the imprint in my head of the raging I had while playing this game.
Innovative but so broken at the same time..
Nice article.
Oh and it took me about 4 hours to complete which is a fucking joke.
Hopefully in the sequel there will be a "better runner" (Since you know, Faith doesen't really look like she belongs there), less or no combat at all (Why not stealth like gameplay? Just dont abuse it) and Other visual hinter other than color. While I did like the screenshots, in game the colors just look bland, and it doesent help you THAT much.
Just get a fucking arrow showing you where to go. Hell, it worked in GTA.
Ironically enough, I bought Mirror's Edge for the PS3 yesterday upon finding a copy in good condition at Gamestop. Best $17 I could have spent. Love the game even since I played and beat it on my friends 360 last year.
sure, sometimes you hit a dead end, but you know.. i actually think the level design was awesome because i found almost everything and every dead end to have a purpose, even if i only figured it out my second time through or when figuring out the speed runs.
In almost all cases, what seeeems like a dead end, is just part of a far more advanced path that you can't even 'see' til you've figured it out eg. for the speed runs.
It's great level design, considering the tricky premise they were working with. So many paths and options yet all funnel you to the end goal while feeling like you did it yourself.
Some things sucked (cough!story!) but man, i really don't think you get it enough to say the level design outright sucked.
lastly,
"Don't impress upon me an immediacy of danger and momentum and then throw me off of a got-damned roof or down a sewer pipe because no clear exit was in sight!"
I advise anyone to play it without the red markers, it's a better game for it. Without them, it won't throw you anywhere, and if you fuck up it's because you threw YOURSELF down a sewer pipe..
Put simply if you treat your first playthrough as a sort of tutorial to time trialling the game becomes a billion times more fun. It's only a shame that the accessibility issues exist in the first place.
All I think the game really needs is much less emphasis on having to actually confront enemies (in a game like this there should always be a way to outmaneuver them and bypass them completely), and perhaps improve the hand to hand combat for the rare occasions where you might end up having to confront an enemy.
The parts where the game just let you run and scale walls was fantastic. I actually don't agree that the layout was confusing. Whenever the game forced you to run for your life it was almost always clear where you need to go, you just needed to keep moving. The problems usually came along when you had to stop and slowly figure your way up to reach a vent or when threw 10 different enemies at you and no way to proceed until you killed them all.
As for the enemies: being chased by guys without guns is good. Being forced to engage with guys with guns who block your way, who also shoot at you when you are unaware of their presence is not.
Nonetheless, I hope ME2 improves on the shortcomings of the first one. Then it'd be undeniably perfect.
It's the game I would most love to see a sequel to, and hopefully one that shows everyone how brilliant the developers intended it to be from the outset. I'd still buy it if it was more of the same, but I think there was enough negative AND constructive feedback to dissuade that.
Fingers crossed; EA, get things rolling!
Imho the "red" directional clues were only for pussy's.. the game gets its real feeling when you turn them off and.. are skilled enough to pull a perfect run through any of the missions without them. Also you didn't mentioned a word about the great music the game has which plays a very important role in introducing the world you see in game.
You whine too much about a really good and original game. I think it deserves more respect for its innovative mechanics and theme never before approached by anybody on the market. In short? I dare to believe the game was just too difficult for most of you people who give it bad opinion.
I don't quite agree with your points (or anyone else's points) about poor production value in the single player story... but I usually don't have scathing criticism for VO or plots (except for the most recent Star Ocean, which was god awful for the whole hour I played it...)
But overall, pretty fair critique! While I personally liked that one room that basically said "Well, you're a free runner. Figure it out", I can agree its a total momentum kill. The game becomes much more about infiltration as it gets to the end and less about running away because you have to. The first few missions are especially good about the thrill of fleeing. I've played that helicopter level more than any other, just for the rush of doing that run.
I'm really hoping a sequel turns up and does some cool things.
But apart from that, it was a fun and refreshingly different game. Even the simple act of running was cool, given the sound of Faith's breathing and footsteps, and the realistic bouncing of the camera.
And I didn't at all mind sometimes not knowing how to advance--I believe that's called an "environmental puzzle."
I also fervently hope a sequel is in the works.
Ehhm...? Seems they forgot to re-write that last part. ^^
Anyway, I really didn't like Mirror's Edge to be honest, found it lacking in a lot of places including what you mentioned.
I didn't really have any of the problems that everyone else seemed to have, and I think it's because the way you're SUPPOSED to play the game is very much my style.
The Story mode is about exploration and the combat is divide and conquer style (or don't even engage them at all).
I rarely had problems figuring out where to go (there's a button that faces you in your ultimate direction) and I played through my entire first run without using any weapons.
Frankly, the guns make the game TOO easy as most of the time you can walk up to any armed guard, steal their weapon, and kill everyone in site with that one clip.
If anything, I think I'd like to see some boss characters in the next game (if it happens at all) where you kind of have to puzzle out how to get to them, avoid their gunfire, or use the the environment to injure them.
People who play FPS games on mouse/keyboard (and probably some of them never tried playing those games on control pads) don't realize how much of the control they still maintain because when you're ok with a pad it makes hardly any fucking difference and is more enjoyable on the couch.
no freedom of movement is lost. no perception is lost.