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PAX 08: Mirror's Edge hands-on photo

As I explained in my contribution to this week’s Destructoid Discusses!, hanging out with Dtoiders wasn’t my sole objective at PAX -- I was definitely there to play the games, too! One of the titles at the top of my “must-play” list was EA DICE’s first-person parkour game, Mirror’s Edge. I’d been extremely excited for the game since it first appeared on my radar, which is why I put it on the list of the ten PS3 games of 2008 that I was looking forward to the most.

That was back in May, and hearing what Rev and Tiff had to say regarding their time with the game at E3 only served to whet my appetite further. So I was understandably eager to get my own hands on the game at PAX (the first showing of Mirror’s Edge to the general public, mind you). Luckily, the lines weren’t too bad on Friday afternoon, so I only had to wait about 15 or 20 minutes before getting a shot at the level they were demoing -- it’s the one we’re all familiar with by now, the same one that Tiff and Rev played at E3: the white rooftops of the Financial District.

Hit the jump to read my thoughts on the bit of Mirror’s Edge that I played.

Mirror’s Edge is pure bliss. There’s simply no other way I can describe the game. From the time I picked up the DualShock 3 controller to the time I completed the last jump at the end of the demo level, I just remember blithely grinning from ear to ear. Not even the two deaths I suffered could wipe said grin off my face. That’s the kind of joy that Mirror’s Edge can bring -- once you know what you’re doing.

ME 1

Since I was waiting for a short while to play the game, I had the opportunity to watch three or four individuals take their turns ahead of me. They seemed to have trouble grasping the game’s unbelievably simple control scheme, as well as the fact that you have to take running starts for long jumps if you intend to actually make said jumps safely. But one common thread through everyone’s trials and tribulations was their facial expression: they always looked like they were having a ton of fun. Eventually, the guy in front of me made the final jump to the news helicopter, and at last, it was my turn!

The EA PR rep, Aaron, was very helpful in explaining the controls and basic gameplay. What’s so amazing about this game is that you can do so much with so little (control-wise). As Rev explained, all the parkour-style movement is controlled by two buttons -- L1 functions as “up,” while L2 is the “down” button. In this case, “up” means jumping and climbing, while “down” means sliding and rolling. R2 is the “attack” button, which is used for punching when your hands are empty and firing a gun when you’re holding one. Triangle disarms an enemy and then takes his weapon, which is an awesomely bad-ass animation: Faith will grab the guy’s head and drive it face-first into her knee.

That’s essentially all you need to know. There’s a door about halfway through the level, and Aaron was telling me that he can get up to it using just L1, L2, and the left analog stick (that’s right -- not even the right analog stick to move the field of vision)! Speaking of doors, Faith doesn’t deign to use doorknobs; if you’re standing still, R2 will punch a door open, and hitting R2 while on the run will have Faith perform a running kick to fly through the door. On PS3, Mirror’s Edge will support SIXAXIS controls for balancing sequences, like walking across pipes -- but don’t worry; they’re completely optional (if you have them turned off, the left stick is used for balancing).

ME 2

Before I talk about the gameplay itself, let me first dispel some myths that I’ve heard. First off, Mirror’s Edge is absolutely not on-rails. When the level begins, you’re just standing there, and you’re free to jump in place and prance around the starting rooftop. You’re fully in control of Faith at all times. In addition, Mirror’s Edge is not an open-world game. As Aaron described it, the game is “completely linear, but with open paths.” In other words, you always have to head in one particular direction, but there may be numerous ways -- some blatantly obvious, others obscured -- to get where you’re going.

The true beauty of Mirror’s Edge lies in its visuals. The graphics themselves are top-notch, to be sure, but more importantly, I’ve never seen a more realistic first-person viewpoint in a videogame. For example, you’ll see your limbs flailing wildly when you’re in mid-air, and the screen bobs up and down as you gain speed during a sprint. When you roll, there’s a flash of the ground before you’re upright and are looking ahead again. DICE has absolutely nailed the first-person perspective. It also helps that there is no HUD at all in the game, even when you’re in possession of a firearm (your ammo runs out relatively quickly, and Faith just tosses the gun aside when that happens).

Mirror’s Edge in motion is really a treat for the eyes -- it’s just so damn fluid! Once you get the controls down pat, and you’re flying through the level like the person behind the game’s trailers, you’ll realize the brilliance of Mirror’s Edge. Essentially, you shouldn’t ever have to stop moving while playing, because a sample of gameplay will go something like this: sprint, jump, sprint, climb up, balance across pipe, hop off pipe, sprint towards wall, wall jump, sprint, etc. -- this, of course, is facilitated by Faith’s Runner Vision (DICE’s explanation for brightly colored pipes and such). And if you’re ever confused as to where you should go next, hit circle for a “hint” to point you in the right direction.

ME 3

As has already been reported, the PS3 is the lead development platform for Mirror’s Edge -- in fact, EA has yet to show the 360 build of the game at all. However, I was assured that development was running parallel on all three platforms, since the game will launch on the same day for PS3, 360, and PC. I was also told that the PS3 version will feature Trophies and DualShock 3 support (and we already know that it will be getting exclusive downloadable content). Many of the Trophies will be time-based -- in addition to the regular story mode, there will be timed challenges as well (as Aaron said, “It’s going to be all about shaving milliseconds off your time”).

I can’t wait to work on my speedruns and leaps of Faith (*rimshot*) when the game finally ships this holiday season. I played more than a few games at PAX, but Mirror’s Edge was definitely my favorite one of them all. Here’s hoping the full game holds up to the splendid sliver that I played at PAX.


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29 comments | showing # 1 to 29

mix's Avatar
mix at 09/11/2008 15:05
I'm jealous!

Sounds pretty sweet and I do hope they release a demo for this....
blehman's Avatar
blehman at 09/11/2008 15:05
Alright Samit, I was weary of this game, but I'll keep an eye on it from now on. Probably not a must buy for me atm, but if I keep hearing things like this maybe I'll get more excited.
vitus's Avatar
vitus at 09/11/2008 15:08
Nice preview, this game seems really awesome. i thought for the longest time it was only for PS3. now i am happy that i can play it.
falinter's Avatar
falinter at 09/11/2008 15:09
For a second I thought that first picture was a of the chick jumping into the large hadron collider (LHC).
PhazonYoshi's Avatar
PhazonYoshi at 09/11/2008 15:21
Same day release for PC.




Effing win.
jrwolv's Avatar
jrwolv at 09/11/2008 15:45
I... Have... Just... Wet... My.... Pants....
king3vbo's Avatar
king3vbo at 09/11/2008 15:50
I'll be getting the PS3 version... so excited!
Primo's Avatar
Primo at 09/11/2008 15:51
lol @ falinter
Joe Burling's Avatar
Joe Burling at 09/11/2008 15:55
"I played more than a few games at PAX, but Mirror’s Edge was definitely my favorite one of them all."

...so you didn't play Left 4 Dead
parrothead's Avatar
parrothead at 09/11/2008 16:03
Lucky
ScottyG's Avatar
ScottyG at 09/11/2008 16:06
That was the only big release game I played at PAX, and really the only one I'm glad I didn't miss out on as it was the only one I was really curious about. Left 4 Dead, Fallout 3, Rock Band 2: I pretty much know how those will feel. This was a mystery to me though.

After playing it at PAX, I'm definitely looking forward to it now. If they can keep the levels interesting the whole way through, it's going to be a really good game. :)
Dexter345's Avatar
Dexter345 at 09/11/2008 16:07
Ugh, SIXAXIS. If there's no option to turn it off, then I'm definitely going to pick this up for the 360, exclusive DLC be damned.
Wedge's Avatar
Wedge at 09/11/2008 16:08
The public lines for this were stupid, only two stations with people taking like 20 minutes of playtime. So I never got to play it there. However I'm totally looking forward to this, but I'm afraid I won't be able to buy it for PC if EA is going to keep DRMing the fuck out of everything they release for the platform. If it gets a proper map editor on PC though, it could be epic.
PoopShooter's Avatar
PoopShooter at 09/11/2008 16:26
hey samit. i have to disagree. i was in line admiring this game as well, at how smooth everything was, and thought it was a dream come true.

Then I felt the controls in my hands and i couldn't help but feel a little disappointed. Not by the graphics nor the game play, but by the control scheme which brought the smooth flow of the dream to a screaming halt. I know that this will be a subjective argument, however I still stand by my opinion that it felt counter intuitive. The whole time I thought "Why is this game working against me? I shouldn't be struggling this hard to hit the jump button". For some reason, i was sliding when i was jumping, disarming instead of attacking, and jumping when i was trying to quick-turn.

I asked the kiosk PR if they're going to include mappable buttons in the gold version and he said no. Apparently, he enjoys sad panda's for dinner :( .

I know I'm going to get roasted incredibly hard for disagreeing, (especially against dtoid staff) so I leave this statement:
From my standpoint people playing Mirror's edge will only <b>appear</b> fluidic (minimal clunkiness) only when a player has grasped and practiced with the control scheme.
My gripe is with the counter intuitive controls and the fact there claims to be no mappable control scheme (so far).
Holyetheline's Avatar
Holyetheline at 09/11/2008 16:38
Sounds awesome. I'll be getting this for sure.
nintendoll's Avatar
nintendoll at 09/11/2008 16:45
It was really impressive to watch, and I agree that it's an amazing first-person perspective. Didn't get the chance to play it though and I hope they'll release a demo for it soonish.
fetusmilk's Avatar
fetusmilk at 09/11/2008 17:22
its nice to see an idea like this actually looking as good as this does. but i hope there is a third person cheat or something that you can unlock after you beat it.
KMCC's Avatar
KMCC at 09/11/2008 17:27
So glad to hear this impression. I was hoping for a good one.
brainderailment's Avatar
brainderailment at 09/11/2008 17:28
Any thoughts on motion sickness?

Also, I kind of have a difficult time understanding why this game is so popular. It looks ok to me I guess.
Dudemullet's Avatar
Dudemullet at 09/11/2008 17:46
blehman's Avatar
blehman at 09/11/2008 17:53
Alright, I just saw gameplay footage, and that puts it right back into the "do not care" section of my mind. Maybe a demo could show me how fun this game is, but as it stands, meh. Do not care about this game. Sorry Samit.
Samit Sarkar's Avatar
Samit Sarkar at 09/11/2008 18:19
@Dexter345: They are most certainly optional. I've edited the preview to reflect that.

@BuckF1tches: You're right, I didn't play Left 4 Dead. I wanted to try it out, but figured, why the hell should I stand in line for two hours to play a game when -- as a PS3 owner -- Valve isn't giving me the time of day? In other words, I'm sure L4D is awesome, but I own neither an Xbox 360 nor a gaming PC, so I have no means to play the game -- which greatly reduces my interest in it.

@brainderailment: Well, I didn't have a problem with it at all, though I only played through the level once (about five minutes of gameplay). For people who do have issues with that, the only "HUD" in the game is this tiny dot/reticule in the center of the screen, so people can concentrate on that if they tend to get sick.

As for the praise being heaped on Mirror's Edge -- well, I can tell you that it's literally like nothing I've ever played before. A first-person action/adventure/platforming game? Plus, I love how it looks (we need more color in games!), and I'm intrigued by the story as well. You and blehman might change your minds when you get your hands on it.

@PoopShooter: Get "roasted" for disagreeing with me? I certainly hope not. I've run into a few people who just don't find Mirror's Edge all that intriguing, and that's fine -- your opinion is perfectly valid, because you played the game and simply didn't like the controls. I definitely think that Mirror's Edge is a game where it's worth your while to sit down and figure out the controls; they're simple, so you're bound to get a handle on them eventually.
n0brein's Avatar
n0brein at 09/11/2008 19:35
I'm really looking forward for this game. Seems like the perfect one to get addicted to after being finished with castle crashers
n0brein's Avatar
n0brein at 09/11/2008 19:36
I'm really looking forward for this game. Seems like the perfect one to get addicted to after being finished with castle crashers
welkstar's Avatar
welkstar at 09/11/2008 21:07
Yes! I was worried for a bit, but now I'm even more excited than ever!
Blommen's Avatar
Blommen at 09/11/2008 21:13
Instant buy here!
PoopShooter's Avatar
PoopShooter at 09/11/2008 22:02
@samit

oh dude, don't get me wrong. when I saw the game, I was shitting gold bricks of yellow happiness. I was just choked at the control scheme. It's common knowledge in the industry that unswappable control-schemes almost (if not, always) comes down the laziness on the programmer side.

a couple questions: did you mind the missing HUD/no health indicator? i don't think the "im seeing blood"-vision is a good indicator anymore. it was cute and quaint at first, but it really pulls me out of the suspension of belief/ immersion. if someone punches me in the face, i don't see red. i black out. Also what did you think of the bullet time?
i almost wish they had left it out. my parkour friends don't have bullet time, i just wish they'd gone a different route.

I did enjoy the multiple paths they let you take. (sorry if it sounds like i'm trolling, I'm very critical of games that I consider approach perfection)
Samit Sarkar's Avatar
Samit Sarkar at 09/12/2008 02:16
@PoopShooter: To be honest, I didn't try out the bullet time -- frankly, I find the mechanic a bit gimmicky, and I didn't need it at any point. It might come in handy later on in the game.

And no, I love the lack of a HUD. I'm all for minimalism (i.e., less is more) when it comes to HUDs -- the less HUD there is, the more immersion there is (as far as I'm concerned). The EA PR rep explained the health indicator (screen saturation) in a way that I thought was clever: "As you bleed, the screen bleeds out color."

Plus, the death animations (you fall to the ground and black out) are realistic enough that it all works. I mean, how else would they represent health in a first-person game? In a third-person game, you could do something visually (how the character looks, etc.) But I don't see how they could have a health indicator in this game, short of some sort of on-screen bar.
Mxyzptlk's Avatar
Mxyzptlk at 09/12/2008 03:44
Nice impressions, thanks!
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