The Packaging:
No porn. Oh well.
The Story:
Mirror's Edge plays out without much in the way of an introduction. Faith Connors is a runner; a messenger whom delivers information between underground political groups in opposition to the totalitarian regime currently in power. You're thrust head foot first into a grand conspiracy set within the confines of this Albino Appletm;
As you progress through the game you don't really feel attached to the story at all. There are “twists” set up that are about as obvious as a bottle of vodka at an AA meeting. What's that? The assassin is female and has a ponytail similar to your off-screen team mate's? The team mate that also warned you against pursuing your current and now interrupted course of action? She also possesses the skills of a 'runner'?
Needless to say, when the shocking and unexpected revelation was unveiled, I was speechless.
The Gameplay:
Have you ever wondered what Mario would play like in the first person? I haven't -- but if you swap triple jumps for wall-running, and Goomba's for the police, then Mirror's Edge is the closest thing to a first person platformer there is. The controls are very simple: focusing on an intuitive three button system. You can run, jump and crouch. However; depending on your speed, which object you're interacting with and how high off the ground you are, there are endless possibilities for different moves and combinations that this simplistic system hides.
There are two differing ways to play the game which come into play depending on whether you're inside or outside a building. Usually when you find yourself atop the roofs of City X, you are in for fast paced leap of faith styled sequences that range from losing police helicopters to chasing enemy 'runners'. On the other hand, when you enter the interior segments of the world, it switches to a slow paced puzzle-solving challenge. The true challenge in these sections comes from chaining together successful jumps that are often extremely tricky.
Of course, most of these jumps are -only- tricky because the bright environment seems to have caused the game to sporadically turn a blind eye to the player’s attempts at interaction with the terrain. I lost count of the sheer amount of times Faith flailed her arms helplessly as she momentarily forgot how to grab a hold of a pipe and plunged to her death. Nevertheless, if we ignore the rare collision problem, the gameplay for Mirror's Edge is sublime and smooth.
Level Design:
While the actual gameplay is great, the biggest problem with Mirror's Edge is the area in which we can play it in. The premise for each level is getting from A to B; and one of the goals is allowing players to work out their own way of making the journey. However, rather than having many overlapping options, we have one route that occasionally allows for a slight divergence.
Mirror's Edge would have suited an open world -- one in which we can approach our destination from any angle. One in which we could explore. One in which we could generally mess around in. Perhaps this is a bit out of scope for the game, but it is something I think would have greatly improved its lasting appeal. As it stands, the missions are repetitive and linear.
Graphics and Sound:
Mirror's Edge looks stunning, from the blindingly white outdoors to the mono-coloured interior designs. I found myself gaping at many of the scenes rather than continuing the missions. The first person viewpoint is enhanced by the breathing motion the camera does at all times. When you are running, the edge of your screen blurs. Your hands and legs are visible when they should be; whether that is the light palming of a column as you run around it, or your knees coming into view as you sprint along a train track. It all serves to immerse the player as he makes his way through the campaign -- a lot more than the 2 Dimensional characters do, at least.
The soundtrack of Mirror's Edge isn't great, nor is it terrible. Although the music definitely suits the atmosphere created, it does very little to actually enhance the experience. The sound effects are much better, though. The discomforting crunch as you fall from a building (and you will fall repeatedly from buildings) is a good reason to try that little bit extra in order to make a particularly troublesome jump.
Conclusion:
For all the poor level design and collision problems – Mirror's Edge is a one-of-a-kind experience that I would recommend anyone to try. It is not perfect, and it is very short. But it is very refreshing. It is the fact that this is so refreshing that makes me look forward to the future.
EA are not famed for their risk taking, or their innovation. To see them do something like this and put all the marketing effort into it as they have – it can only bode well for the future. Perhaps in ten years time we will be complaining about Mirror's Edge 4 being another case of sequelitis, but for now I am looking forward to Mirror's Edge 2. Let's hope they improve the few but telling issues by that point.
/Shifte