|
The ambitious and some might say unrealistic aims of Dice's Mirror's
Edge aren't new, but have long been thought as unattainable: reinvent
the first person shooter, a genre that has stagnated now for the
better part of a decade. There has been a very good reason for this;
there are few places you can go with a game that's primarily all
about shooting things. Given this fact, Dice's solution is radical
to say they least, as they've toned down the incessant shooting
and focused on the one aspect that many action games seem to neglect
- movement.
Events
here take place amongst a nameless city under the oppressive control
of an oppressive government. Whilst the security forces on the ground
enforce their will, above street level on the rooftops, special
couriers called Runners are free to pass on sensitive information
between those groups seeking to undermine the current regime's control.
You fill the well-worn shoes of a runner called Faith, who's thrown
into the middle of a conspiracy when her cop sister is framed for
the murder of an upcoming mayoral candidate who's seeking radical
changes in how the city is run.
Without
any weapons, you must rely solely on Faith's abilities as a runner
to manipulate the environment and avoid the authorities who come
after her, all whilst trying to rescue her sister. The movement
is all handled through a succession of timed jumping, sliding, wall
running and some occasional balancing acts, as the entire city becomes
one giant glorified gymnasium for you utilise. This isn't the first
game to bring the acrobatics of Parkour to our screens, but where
Mirror's Edge takes a different path is in the amount of control
it burdens you with; every single jump and interaction is something
that you have to key in manually - it's a game where a lack of immediate
razor sharp reflexes will see you kissing the pavement far below.
It's
a daunting prospect to be faced with and it's here where Dice could
have failed spectacularly, as without the controls being perfect
it's doubtful the game would have survived past its opening level.
Fortunately, the controls are the one thing that the developer has
got spot on, so much so that, after a short training level, the
actual act of chaining together a huge array of complex running
moves becomes a doddle. This is especially apparent in the PC version
too, which benefits from the added support of the mouse, a control
method that manages to surpass its console counterparts. For a game
all about speed and quick decision making, the console's analogue
stick method for movement just never quite seemed quick enough.
On console, there is a noticeable delay in the time it takes your
character to move from when you nudge the controller, and while
it may only be less than a second, it is a split second that can
make the difference between you making a successful leap and falling
to your death, again. The mouse has no such problems; look right
and it's an almost instantaneous response, and as the mouse is used
for directional control, timing jumps in conjunction with your running
is no problem whatsoever.
The
rest of the control method is just as responsive and nicely spaced
along the keyboard. Using the traditional FPS control scheme of
the WASD keys for movement, jumping and sliding are both handled
via the space bar and left shift key respectively, while other actions
such as turning 180 degrees and slowing down time are both placed
within easy reach. Attack and disarm moves fit snugly with the mouse
buttons, giving the whole game a more fluent and cohesive feel,
resulting in a freer flowing game where the kinds of mistakes you'd
make on the console version aren't often repeated here.
That's
not to say that Mirror's Edge is easy though, because without good
hand to eye coordination, no amount of finely tuned controls are
going to see you through some of the trickier parts of the game.
The levels aren't massive, open affairs but they do tend to be large
enough for you to find your own path to your destination while the
design certainly encourages such exploration. It doesn't take long
for you to discover that practically every object in the game can
be interacted with in some way; a stack of boxes can be used to
launch yourself to previously unreachable ledges, a gaping chasm
can be cleared by running along the wall separating it or a conveniently
placed pipe that acts as a bridge you can use to cross from one
building to another. Even with Dice providing assistance with Runner
Vision, a feature that highlights the jumps you should be aiming
for in bright red, you get so used to discovering new objects and
obstacles to interact with that it almost becomes instinctive.
It's
at this point that Mirror's Edge is at its best; those instances
where you just know where to go and pelt it through a level, jumping
and sliding your way over the rooftops without a second thought.
It can be an exhilarating and adrenaline fuelled feeling, but it
all comes to a crashing halt whenever you find yourself the unfortunate
recipient of an unwanted fall or run into a piece of level design
that has you stumped as to where to go next. Moments like this are
inevitable but they hurt Mirror's Edge more than they would any
other action game, simply because this game is all about the continuous
momentum of your character; spoil it with a missed jump and the
whole experience can be ruined, and it takes a small while before
you can throw yourself back into the pace of running.
The
combat too can be also quite tricky. It's mostly handled via hand-to-hand
encounters, with combo moves allowing you to evade and kick pursuing
cops before they have a chance to react to your presence. Get close
enough and time yourself just right and you can disarm gun-wielding
bad guys and escape. At first it's easy but then you only tend to
deal with lightly armed cops who can be floored with little effort;
in fact, they pose so little threat that they can be evaded altogether.
Later in the game however, you find yourself up against large groups
of heavily armoured cops with automatic weaponry and their presence
very nearly derails the entire experience.
The
problem is, your mightily impressive hand to hand fighting skills
just don't work as well against cops wearing bullet-proof body armour
and as the game only allows you to take a handful of hits from a
weapon before you die, trying to get in close enough to disarm them
can be deadly. Even if you do get close enough, timing becomes vastly
important; miss the opportunity to steal their weapon outright and
it's doubtful you'll get a second chance. The cops increase in numbers
too as you progress and with little protection offered, you either
have to try and outrun them (not easy when they all carry rapid
firing rifles) or take one of their weapons and engage in some unsatisfactory
gunplay. The worst thing about these encounters is that several
of them feel forced; they're designed in a way where resorting to
firearms becomes a necessity to getting through. It's a bizarre
design decision, as the game just doesn't do shooting as well as
a hundred other first person shooters, plus it's also a betrayal
of the concept that Dice seem to be pushing here.
They
do get massive kudos points for their art direction though; there
are very few games that can make a near future, oppressed city look
so attractive that you wouldn't mind living there yourself. The
city is a huge, minimalist utopia covered in so much white paint
that it almost looks like one giant art museum - and when colour
is used, it's on a vast, bold scale. The graphics manage to be both
smooth and attractive without pushing your 3D card to its limits,
but this PC version does benefit from a few optional bells and whistles
that aren't featured on the console version, which render realistic
cloth and glass effects that react to damage - just don't expect
these effects to do your frame rate any favours if you haven't got
the hardware to take advantage of them.
It's
also worth pointing out that the sound quality is just as on par;
the voice cast do an excellent job of progressing the story while
the music always seems to fit whichever situation you are in. It's
a shame then that the voice talent feels largely wasted on a plot
that never really engages you. It's all predictable plot twists
and unsurprising revelations that have been seen many times before,
with each level simply designed to get you from one point to another
without much motivation. Worse still is the fact that this is yet
another game that leaves you with a half finished conclusion that
leaves too many questions unanswered, an obvious attempt to leave
the door open for a sequel, but as the story just isn't that interesting,
it's difficult to see anyone really caring about how certain plot
threads are going to be tied up.
Mirror's
Edge isn't a long game either; the single player campaign can be
completed in one weekend of swift gaming and there's not a whole
lot else to do once you do complete it. Disappointingly, Dice has
failed to capitalise on their multiplayer roots and left Mirror's
Edge as a single player only game. Considering the places they could
have gone with online support, it's a bewildering omission that
really does feel like a missed opportunity. Instead, you are simply
given a variety of single level timed racing events where your fastest
score can be uploaded online to compare against other people's,
plus you can download and watch ghosts to see how the fastest player
got that impossible seeming time. It's a nice addition that may
prolong the game for a few hours but it's no substitute for a longer
single player campaign and multiplayer support.
Mirror's
Edge isn't quite the full reinvention that we or Dice were hoping
for but it's a flawed thing of true beauty. For all the things that
go wrong towards the end of the game and despite a lacklustre plot
and short length, Mirror's Edge is a game that I can't help but
enjoy. Where Dice do succeed, they succeed in the most important
areas, and their use of Parkour will likely not be bettered for
a very long time. There's hope that if Dice ever get the green light
for a sequel, they can take what they've learnt from this first
attempt and perhaps create a game that's closer to their ambitious
goals - for now, Mirror's Edge still remains a brave experiment,
and one that, if not reinvents, certainly reinvigorates a stale
genre.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
|