Joystiq review -- Mirror's Edge

But we'd be remiss to forget there's also an act of faith required on the part of you, the player. You have to open yourself up to Mirror's Edge, to avoid playing it like a first-person shooter. You have to trust that if you take the time and the effort to learn this new genre, you'll receive something out of it that you couldn't have found anywhere else.
After finishing the 360 version of Mirror's Edge, I'm happy to report that those who can take that leap will find their trust rewarded.
Gallery: Mirror's Edge
The first way Mirror's Edge sets itself apart is in the visuals. It's a futuristic world that's light on color, but avoids the gritty realism that has plagued a generation of titles. It's a clean look, and one that serves the gameplay by allowing you to be guided from objective to objective with just the occasional splash of red.
There's a completely different look to the cinematics sprinkled throughout the game, but far from a welcome change it's just a sketchy, ugly reminder of how good the real world of the game looks. DICE would have been far better served moving the story forward entirely in-engine.
That story centers on Faith, a messenger in an oppressive future in which she represents the last remaining form of communication that's not under government control. You get little chance to do much delivery service, though, before you're embroiled in a corporate conspiracy and forced to clear your sister for a crime she didn't commit. No, not Earth-shattering stuff, but it's enough to lend a sense of urgency to the world, and, in that sense, it serves its purpose. With the government seeming to be everywhere, your one advantage is how quickly you can avoid them. With a series of death-defying leaps and wall-runs, you're able to get out of firefights you should never have been able to survive, and access secured areas you were never meant to see.
"The rooftop acrobatics are a thrill everyone should experience." |
It's fluid, it's exhilarating and, most impressively, it's almost always intuitive thanks to smart button placement and subtle graphical hints. It's hard to really describe the way it feels when it works, without any other sort of touchstones from other games you may have tried. Suffice to say that the rooftop acrobatics are a thrill everyone should experience.
Yes, the rewards for learning Mirror's Edge are great, but they also make the few slip-ups, the few times your trust is violated, infinitely more frustrating.
Though locomotion is spot-on, combat simply isn't there. Hit detection is sloppy on the rare occasions that you're forced to use hand-to-hand combat and the (even rarer) gunplay feels worse. Avoiding fights altogether is more frustrating than it needed to be thanks to cheap enemies that have flawless accuracy (even though they occasionally won't take a shot at you when you're within point blank range). Next time, I hope that DICE just ditches shooting altogether and makes up for it by making Faith better at disarming foes.
Also, remember the splashes of red that were used to help you navigate the world? A couple of stages in the middle of the game are literally bathed in crimson, making finding your way through enemy-laden rooms just infuriating.
Keep in mind though, these stumbles are the exception more than the rule. And they shouldn't distract you from the fact that this is, without question, one of the most inventive and original titles of the past five years. More often than not, if you're willing to trust that DICE knows what it's doing, if you're willing to forget what you know and leap off the edge, fingers extended, you'll find something to latch on to on the other side.





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Reader Comments (Page 1 of 2)
AsherR @ Nov 11th 2008 2:27PM
Sounds great. I'm kinda pissed off and ecstatic at the same time because that even adds more stuff that I want to play. So we have Fallout 3, Fable 2, GoW2, Left 4 Dead next week, WotLK, Last Remnant, and Persona 4.
Dear Gaming Industry,
Screw you.
AsherR @ Nov 11th 2008 2:28PM
*adds even more
Christopher Grant @ Nov 11th 2008 2:30PM
Except you, Capcom. You're alright.
AsherR @ Nov 11th 2008 2:32PM
Yeah props to Capcom for holding their games until after the holidays. Well, I'm sure they'd probably release RE5 and SF if they were ready, but they aren't so meh.
Christopher Grant @ Nov 11th 2008 2:34PM
I doubt it. Lost Planet was a Q1 release, as was Devil May Cry 4. Capcom is targeting Q1 and letting everyone else scrap it out in Q4. Really really smart move.
Zertoss @ Nov 11th 2008 2:35PM
So we should be lumping Stardock in there with Capcom.
AsherR @ Nov 11th 2008 2:38PM
Ah good call Zertoss! Stardock gets an A+ as well. I'm curious as why more games don't target the summer time though. I understand that Q4 is really key, but come on! Release it in Q2 or Q3 and then advertise during Q4.
The Dark Wayne @ Nov 11th 2008 2:57PM
I agree, summers feel like a barren wasteland almost every year when it comes to releases. Almost the entire summer I had to rely solely on Battlefield: Bad Company and whatever used game I scrounged up.
DiscoGhost @ Nov 11th 2008 4:02PM
That's because in the summer it's warm and sunny. You're are supposed to be outdoors getting drunk or playing baseball or something. In the winter we leave for work moments after the sun rises and it sets about an hour before we go home. It's frigid out and it sucks...all excellent reasons/excuses to sit on your couch for all your free time.
Lars @ Nov 11th 2008 4:28PM
Where I live it's just the opposite. Late fall & winter are actually comfortable outside, making me want to go out and do stuff. Spring, summer, and early fall is so uncomfortably hot that I don't even want the sun's rays to touch me at all.
Anyways, single player games I like to save until spring/summer. It doesn't really matter when I play them since I can't play them with other people. And that relieves the summer drought.
SoCoolCurt (PSN: KillaKornbread - XBL: SoCoolCurt) @ Nov 11th 2008 7:38PM
oh dammit to hell. i forgot all about The Last Remnant!
*looks at bulimic wallet. cries.*
Cubfan786 @ Nov 11th 2008 2:31PM
How come Joystiq never did a review for Far Cry 2????
Ghen @ Nov 11th 2008 2:41PM
because joystiq has limited resources and aren't a primary source for game reviews.
Besides, far cry is just another shooter. Nothing really remarkable that would be newsworthy besides the fact that its a good shooter.
Titanium_Orchid @ Nov 11th 2008 2:47PM
I'm about 11 hours into Far Cry 2 and I think its great!
~end review
Haggard @ Nov 11th 2008 2:55PM
You only have to play FC2 for one hour to know what it's like. Because everything you do in that one hour is repeated, repeated, repeated enough times until you have a 30 hour game.
Anticrawl @ Nov 11th 2008 2:56PM
I disagree, the day and night cycle, dynamic weather, fire propagation and animations for every single action make it news worthy. There are no magical teleporting cameras or zooming out into 3rd person, and blends a health bar system with the regenerating health we've come to accept.
Shagittarius @ Nov 11th 2008 2:56PM
I feel Far Cry 2 is more like GTA than a shooter, but GTA with actual good shooting mechanics.
I'm not that far in yet though...but enjoying it.
NinjaWalrus @ Nov 11th 2008 2:32PM
How long was it? Did it ever get redundant just following the red path? Are there varying enemy types that you need to avoid? How about large epic encounters/getaways? Or is the game basically just the demo but much much longer? Come on Justin!
Justin McElroy @ Nov 11th 2008 2:37PM
Sorry, next time I'll have bullet points and a smiley face playing a guitar to help you out.
NinjaWalrus @ Nov 11th 2008 2:49PM
It's about time you've realized the one thing Joystiq was lacking.
samfish @ Nov 11th 2008 3:24PM
Bullet point reviews are awesome. I'll look forward to reading them in the future.
vdeogmer @ Nov 11th 2008 8:11PM
Of course you mean, reviews OF bullet points, yes? Thank you Justin, I've been waiting.
Jaclo @ Nov 14th 2008 1:20PM
You can turn runner vision off. That's how I've been playing it. You don't see any red paths. You just figure it out for yourself.
copa @ Nov 11th 2008 2:33PM
Looks like a lot of fun, but I'm curious how deep the (single-player only?) experience is by the time you get through the game.
In short, is this a rental or a purchase?
DeadPlasmaCell @ Nov 11th 2008 3:19PM
Here's a good review you might enjoy. Overall it seems like a rental.
http://arstechnica.com/reviews/games/mirrors-edge-review.ars/1
Blazur @ Nov 11th 2008 3:33PM
Reviews are saying it can be beat in roughly 6 hours. There's no multiplayer, but sounds like there's a time-challenge mode where you race through checkpoints and compete against your own personal best times.
Chase @ Nov 11th 2008 2:35PM
I suspect Mirror's Edge will bore. While I dig the art style and appreciate the parkour mechanic, the environments look sterile and undifferentiated. I also do not dig its focus on time trials. That emphasis really lessens my interest in the title. I appreciate the alternative, gun disabling combat, and would like to see that move added to shooters. However, when the dust settles I feel Mirror's Edge will wind up as disappointing as Assassin's Creed.
Pharmacy @ Nov 11th 2008 2:41PM
How about, you know, actually trying it first?
Vcize @ Nov 11th 2008 2:49PM
Well, I thought Assassin's Creed was awesome so I hope it ends up like that.
Chase @ Nov 11th 2008 3:19PM
I played the demo quite a bit. If the demo isn't a good representation of what to expect from the full game, then it should not have been in the demo.
WRE @ Nov 11th 2008 3:36PM
Yeah. I played Assassin's Creed about 6 months after it came out because people complaining about it made me less excited, but you know what? I really, really liked it. So much so that I refuse to trade it in. It joins Dead Space as one of the best video game surprises that I have ever received. Other contestants on that list are Star Tropics, Final Fantasy 2 (4), and Jet Force Gemini.
butaneko @ Nov 11th 2008 3:44PM
I hope it's not like Assassin's creed since that game was painfully repetitive after the first 2 hours.
Having only played the demo of Mirror's edge I kind of already wish it was an open world game. That and multiplayer -- co-op running would be wicked!
s256 @ Nov 11th 2008 4:51PM
The demo consisted of the first stage. There are environments that look much different - try watching the last trailer.
Alex @ Nov 11th 2008 2:45PM
Does anyone else like the cinematics? I personally really enjoyed them, I thought they had a cool crisp look to them, especially on my hd widescreen, I thought it fit with the theme nicely.
I love IGN's review though, that Nate Aheren is an idiot college frat boy. He knocks it down for the cinematics reminding him of esurance commercials, I'm sorry but that's a pretty weak way to knock a game. I'm certainly not going to knock star wars for chewie reminding me of a dog that bit me once.
Anywas I'm curious to anyone's thoughts on the cinematics. I sorta wish they did the animated movie thing with Mirror's Edge first and not Dead Space.
Misfit Toy @ Nov 15th 2008 1:41PM
The whole IGN crew is basically a fraternity house. But, they do good reviews now and then, so I guess whatever works for them. I personally don't think its necessary to act like they're passing a peace pipe around the office all day long.
Regardless, this game is on my to get list for sure. Though I'm with Chris on this one. This will be one of the very rare games I'll be getting on PS3 instead of 360. I'm only okay with that because its a single-player experience.
Tank @ Nov 11th 2008 2:46PM
Can't wait to get this when it comes out for the PC in January.
Vcize @ Nov 11th 2008 2:46PM
I'll be picking this up for sure, eventually.
With the cool-ass gameplay that this game brings along, they really could've had some very cool online multiplayer modes if they had the time. Even a race mode against actual other people (not just their ghosts) would be sweet.
Courtney @ Nov 11th 2008 2:46PM
Good to know the experience seems to hold up across an entire game. The demo certainly had me intrigued. Thanks Justin!
Mr Khan @ Nov 11th 2008 2:47PM
I really respect y'all for not giving out scores
Means you respect our intellect to make our own judgments, and it keeps you out of the neat little farce that's become more and more apparent
the judges @ Nov 11th 2008 2:55PM
meh C+
Haggard @ Nov 11th 2008 2:57PM
5/5! Game has no flaws whatsoever! But.. 5/5 doesn't mean 100%... or does it?
Vegeta (aka Ska Oreo) @ Nov 11th 2008 3:34PM
Agreed. Game reviews would be alot better(and would decrease the amount of nerd rage online) if they didn't have scores.
Vcize @ Nov 11th 2008 4:36PM
I give this comment a 92/100.
BlaqueBeird @ Nov 11th 2008 6:22PM
92, eh? That's a pretty high score, sure you're not being paid off? Shill!
Erluti @ Nov 11th 2008 2:47PM
"And [the stumbles] shouldn't distract you from the fact that this is, without question, one of the most inventive and original titles of the past five years."
I don't buy it. Just cause it's an action game in first person doesn't make it super inventive (heck, breakdown even had the in-game cinemas you hoped for). It relies on the tried and true mechanics of run, jump, and climb navigation except that it blows your mind because it's the only game anyone can think of where you shouldn't be fighting.
Zumer Khalis @ Nov 11th 2008 8:57PM
The game feels more like a first person racer, as far as the demo goes. It's the same exhilerating feel of determination as you try to aim the perfectly placed step for a jump to shave off the .42 seconds you need for a higher rating that you get when you're preparing yourself for that wicked drift turn in Midnight Club. A perfect FPS/Racer mashup. Shoot, I didn't even flinch when I heard that acrobatics were impossible while holding a weapon. The run-play is that good.
jason @ Nov 11th 2008 3:00PM
nice, can't wait to pick this up. passing up all the other AAA games (gears, fallout, fable) till later this year.
Hala Madrid!! (THE BIRD IS THE WORD!!) @ Nov 11th 2008 3:04PM
"Also, remember the splashes of red that were used to help you navigate the world? A couple of stages in the middle of the game are literally bathed in crimson, making finding your way through enemy-laden rooms just infuriating"
Can't you just jump or climb over anything and continue with the mission?
Justin McElroy @ Nov 11th 2008 3:11PM
It doesn't exactly work like that. There's usually a pretty specific path for you to find, and early that's easy because they highlight stuff in red. Later, that effect gets more subtle, just using red to draw your eye to the right path.
Later, there are whole rooms that are entirely red, so not only is it hard to find the right path, but you become completely desensitized to looking for red.
Hala Madrid!! (THE BIRD IS THE WORD!!) @ Nov 11th 2008 3:38PM
Oh, Ok.
Thanks for explaining Justin.