Joystiq E3 hands-on: Mirror's Edge
Yeah, but doesn't it give you motion sickness? This is the response you get when you tell someone: "Dude, I just played Mirror's Edge -- it's awesome." And this is how you answer: "No, dude -- you don't get sick."
Mirror's Edge achieves bounding, bouncing payoffs without the queasy side effects with a dot. Yeah, a dot. What you don't see in the "doctored" screens is a tiny blue/white blip. The dot isn't working alone though, the developers found they needed to widen the camera's field of vision as well as place it in the characters eyes as opposed to her head, reducing much of that first-person staple: head bobbing. The effect: a game that seems like it has no right not making you sick.
The level we played is the same level shown at the game's debut at GDC. You begin by getting over a fence. You can either climb it, straight up – effective, but not as sexy – or you can also try to jump over it. Running at it, using a convenient row of sloped solar panels for some boost, you hit the wall. The jump is just too high. Try this: Run straight at it, jump, then tuck your legs up and watch your character vault over the tall fence. You're over it! Now, quickly tuck into a roll before you land to keep that momentum going, and you're back up and running. Slide under that, clamber onto that, balance across that pole, run across that wall – your path is mapped out in red, "the way Jason Bourne would see a pen as a weapon," one of the game's producers tells us.
All these actions occur in the demo's first minute or so. In fact, the playable portion isn't much longer than that, just long enough to prove that it works. And that's the thing about actually playing Mirror's Edge: The delta between the perceived difficulty of the title – "I can't do that!" – and the actual difficulty is mammoth. The majority of your movement is mapped to the analog sticks and the two left shoulder buttons: L1 and L2 are up and down. And ... that's it. Sure, you can disarm enemies, you can fire weapons (using R1 and R2, though you never have to kill anyone), you can slow down the action briefly, but everything said and done, this is a game about movement.
Comparisons to last year's free running Assassin's Creed are inevitable – both task you with diving, climbing, and running – but Mirror's Edge gives you more ownership of those actions. In Assasin's Creed, a simple press of the "do stuff" button coupled with some movement of the analog stick and you're vaulting, climbing, and performing other context-sensitive actions. In Mirror's Edge, you're actually moving your body. To vault over something, it's the up button; to slide under it, you hit down while moving. Like Prince of Persia, you can string your actions together into a longer sequence where you're not set on a course just pushing forward but instead you're responsible for your actions.
Mirror's Edge achieves bounding, bouncing payoffs without the queasy side effects with a dot. Yeah, a dot. What you don't see in the "doctored" screens is a tiny blue/white blip. The dot isn't working alone though, the developers found they needed to widen the camera's field of vision as well as place it in the characters eyes as opposed to her head, reducing much of that first-person staple: head bobbing. The effect: a game that seems like it has no right not making you sick.
Gallery: Mirror's Edge
The level we played is the same level shown at the game's debut at GDC. You begin by getting over a fence. You can either climb it, straight up – effective, but not as sexy – or you can also try to jump over it. Running at it, using a convenient row of sloped solar panels for some boost, you hit the wall. The jump is just too high. Try this: Run straight at it, jump, then tuck your legs up and watch your character vault over the tall fence. You're over it! Now, quickly tuck into a roll before you land to keep that momentum going, and you're back up and running. Slide under that, clamber onto that, balance across that pole, run across that wall – your path is mapped out in red, "the way Jason Bourne would see a pen as a weapon," one of the game's producers tells us.
"Sure, you can disarm enemies, fire weapons, slow down the action briefly, but everything said and done, this is a game about movement." |
All these actions occur in the demo's first minute or so. In fact, the playable portion isn't much longer than that, just long enough to prove that it works. And that's the thing about actually playing Mirror's Edge: The delta between the perceived difficulty of the title – "I can't do that!" – and the actual difficulty is mammoth. The majority of your movement is mapped to the analog sticks and the two left shoulder buttons: L1 and L2 are up and down. And ... that's it. Sure, you can disarm enemies, you can fire weapons (using R1 and R2, though you never have to kill anyone), you can slow down the action briefly, but everything said and done, this is a game about movement.
Comparisons to last year's free running Assassin's Creed are inevitable – both task you with diving, climbing, and running – but Mirror's Edge gives you more ownership of those actions. In Assasin's Creed, a simple press of the "do stuff" button coupled with some movement of the analog stick and you're vaulting, climbing, and performing other context-sensitive actions. In Mirror's Edge, you're actually moving your body. To vault over something, it's the up button; to slide under it, you hit down while moving. Like Prince of Persia, you can string your actions together into a longer sequence where you're not set on a course just pushing forward but instead you're responsible for your actions.












Reader Comments (Page 1 of 1)
Residentevil72501 @ Jul 17th 2008 4:34PM
This game looks so stupid, i love parkour i mean who doesnt but comon LAME!
Mike M. @ Jul 17th 2008 5:44PM
Could you elaborate? What is it about this game that strikes you as lame?
I personally think it looks great. I've never seen such fluidity of movement in a First Person game.
arrrgh @ Jul 17th 2008 5:45PM
moron
unrelated @ Jul 17th 2008 4:34PM
I didn't get sick during Cloverfield... I should be fine.
Can't wait!
AoE @ Jul 17th 2008 4:43PM
I threw up in my mouth a little when the credits rolled as the non-ending was kinda offensive.
LJ @ Jul 17th 2008 4:46PM
You read my mind.
unrelated @ Jul 17th 2008 4:50PM
A startled J.R. wakes up, gun and bourbon still in hands, and the scene appears to be a dream...only Adam returns, appearing to J.R. in his mirror and continuing to egg him on. J.R. slowly raises the loaded gun to his head, unaware that Bobby has returned home. The gun goes off while Bobby is in the hallway, and he rushes to J.R.'s room. He looks at what has gone down, gasps, "Oh, my God," and the series ends on that note with the fate of J.R. never settled. The monster never really came to New York. That dude went to Japan as planned.
That better?
Vcize @ Jul 17th 2008 6:51PM
How in the world was Cloverfield a non-ending?
Maybe you weren't paying attention to what was going on...
fred @ Jul 18th 2008 2:37AM
everyone died
the end
elmersglue @ Jul 17th 2008 4:35PM
this game really has me excited. It looks fantastic.
Kizzle @ Jul 17th 2008 4:36PM
The Kotaku guy said it made him really sick.
Different strokes I guess.
mernmern @ Jul 17th 2008 5:03PM
I thought he said that watching someone else play it made him sick.
Jaclo @ Jul 17th 2008 5:22PM
Yeah, he said that WATCHING it made him sick, but once he played it, he was fine.
I have a feeling that this game's early reputation as a game that'll "probably make people sick" is going to hurt it's sales.
EA is going to have to do some strong marketing to remove that stigma.
Superstar90 @ Jul 17th 2008 4:36PM
That looks sexy, are those actual in game screen shots? They are incredible.
arrrgh @ Jul 17th 2008 5:46PM
looks like they are. They seem to match the video trailer which was "supposedly" in game stuff...it would be nice if joystiq told us how seeing it live compared with the video...
anyone can pull a killzone 2 ;)
AoE @ Jul 17th 2008 4:44PM
Oh man I can't wait, this game looks quite awesome.
Jomolungma @ Jul 17th 2008 4:45PM
That was a rather abrupt ending Chris - off to another demo? Sounds fantastic though. I've "dabbled" in Parkour, which is to say I did it a lot last summer and haven't since, and I'd love to play a game that was able to recreate some of the feeling of that. The art design is starting to grow on me as well. I really hope they ultimately release a demo for this (I'm sure they will) because it would be bad to buy the game and then find out it makes you puke all over your TV.
Dirty @ Jul 17th 2008 4:49PM
I am liking the styling of the game, the clean white city looks.....well, clean.
Interesting that it doesnt involve the need to kill, however like in Metal Gear, I must kill everything that moves.
GoldenS1104 @ Jul 17th 2008 4:50PM
It seems like a video game of free running (http://en.wikipedia.org/wiki/Free_running). It seems like a lot of fun. Given that the acrobatics of Assassin's Creed were one of my favorite parts of that game, a more in depth version of that would be sweet.
Mindfeeld @ Jul 17th 2008 5:42PM
Parkour and free-running are the same thing eh.
GoldenS1104 @ Jul 17th 2008 6:48PM
Being American I've never heard the term Parkour before, but a quick google search showed me they pretty much are the same thing I guess. Apparently Parkour is more about the best way to get from one place to another but free-running is more open to just expression. They sound pretty much the same though and I think the two terms are just technicalities.
FoxHoundADAM @ Jul 17th 2008 4:51PM
Gamme sounds pretty sweet, problem is I don't see it selling well at all. Even for me it's probably just a rental as I don't know how this could cary any re-play value.
giantenemycrab @ Jul 17th 2008 4:52PM
I can't WAIT for this game.
Marty @ Jul 17th 2008 4:52PM
I can confidently say that I couldn't possibly be the only person sitting here thinking:
What the hell is this game about?
Superstar90 @ Jul 17th 2008 5:05PM
a jogger with weird makeup running around a city.
Jess Q. @ Jul 17th 2008 5:07PM
You're a "runner" of information in a seems-Utopian-but-isn't city. From the sound of it, you're a courier who has to literally run messages (or something) from one point of the city to another. There's probably some government plot thing going on, too.
blah @ Jul 17th 2008 5:10PM
Just try looking at some of the other previews that have been done by Joystiq, this one kinda relies on you already knowing what its all about. Understandable as Chris' perspective is of one who has already had contact with the game.
On an unrelated note this game reminds me of Dark Angel...just a little bit but all the same...
Anticrawl @ Jul 17th 2008 5:33PM
Rather than copy the dialoge here just watch this video.
http://www.gametrailers.com/player/35999.html?type=wmv
There is your answer, in a nicely wrapped package with a pretty red bow.
Vandell @ Jul 31st 2008 1:24PM
It's SHADOWRUN!
They hire RUNNERS!
'cept it's all clean an' white..
Red Leader @ Jul 17th 2008 5:06PM
I look forward to it, but I doubt I'll be buying this one directly off the shelf day one.
Jimmijam @ Jul 17th 2008 5:31PM
Sounds like a nice fresh approach to the platforming genre. And I love platforming. I guess my question is whether the play mechanics will hold up for continuous play... I mean, after several levels of running, jumping, vaulting, etc. would it still be "fun"? Do you learn new abilities? Are there "boss" battles? Is there anything else to this game other than running, jumping, vaulting, etc?
Ironic Assassin's Creed was brought up. I enjoyed that title through the first 3 or 4 missions. But the fun factor wore off pretty quickly after that. I mean, there was nothing "new" about it and I just missed the incentive to continue the wet, lather, rinse, repeat.
I have the same concern with this title.
Spartacus @ Jul 17th 2008 5:55PM
Yeah, AC was a bit repetitive, but then again, most platformers are. I loved AC. It had a lot of the same qualities as Crackdown (which I also loved). Yeah, it could get old, but there was a lot to keep you coming back.
For Assassin's Creed you had your missions, the flags, the Templars, the lookout points and having fun (or getting royally pissed off) with the local townsfolk.
With Crackdown you had the orb collecting, mobs to mow down, stunts to try, racing and other co-op shenanigans.
I'll wait for a demo or reviews before I consider this game for purchase, but it looks promising. One thing I think we all need to appreciate is the new IP's this generation. This is one of the, if not THE best generation for original game content. Unfortunately this generation is also one of the worst as far as hardware goes (multiple SKUs, BC, pricing, etc).
Ben Barad @ Jul 26th 2008 5:44AM
TO EVERYONE THAT SAYS IT LACKS GAMEPLAY:
This game absolutely does not lack gameplay. You complain that moving between buildings is not enough to captivate peoples attention, and give the example of assassins creed. Here are some counterexamples to show the problem with your logic: 1. Mario. Every Mario Game ever made. Combat sucks in mario. Mario is all about jumping from place to place as fast as possible (less the speed in recent, 3d incarnations, but the jumping from place to place, and you never have to kill any enemy except a boss. Are you gonna say mario isnt fun?
2. Portal The concept of killing doesnt even exist in portal. It was one of the best games ever, and really it had just the 1 concept driving its gameplay.
3 Racing games. The point of racing games is to get from point A to point B as fast as possible. The point of mirrors edge is to get from point A to point B as fast as possible, but there is additional strategy involved when you get to pick one of many paths.
I hope these show that assassins creed is the exception, not the rule.
Residentevil72501 @ Jul 17th 2008 5:28PM
Seriously why does this game amaze everyone? Ive said it time and time again it looks lame, especially when they showed gameplay footage of you running on a rail but it lit up bright red to show you were to go like some old Tony Hawk game. Maybe it will be good but they better show something that looks ya know neat......
Ass Masterson @ Jul 17th 2008 5:31PM
Funny how people are focusing on the sickness issue and not the lack of gameplay. Seriously, they said you can complete the game without firing a shot (which may be good b/c the combat looks awful). So how long do you really think you'll be excited about jumping from building to building? If the pile of used Assassins Creed copies at the local Gamestop is any indication, not long.
Ethan @ Jul 17th 2008 6:11PM
So, it's viewed from her eyes, which move up and down against her head, making it realistic but steady? Good.
Jarret @ Jul 17th 2008 11:17PM
Chris,
The punctuation/wording of the last sentence confuses me. Can you clarify? Perhaps on the podcast.