Mirror's Edge's gameplay embodies the philosophy of the game world it inhabits - false advertising. It's a game where everything is pristine and clean on the outside, and yet within it's an unpolished mess. Is this an unfortunate coincidence, or a sign of video games transcending into art?
I certainly came away more confused from Mirror's Edge than I did from any arthouse film. There are so many questions - why are there quick time events? Why does my character clip through the things she needs to grab on to? Why is the story, written by Rhianna Pratchett, a bland take on a tired idea? Why are all the characters either unlike-able or - worse - simply forgettable? Why is the game so short?
It doesn't seem like art, does it. It seems like a bad game. It's not
all bad however. The game does look quite pretty, and the first person perspective is a very, very nice touch. Like we mentioned earlier, the world looks fantastic and the atmosphere - the sound, the looks and general feeling exuded - gives the game a sense of immersion they might not have achieved in a third person Prince of Persia style game.
Unfortunately, the sense of immersion created by the first person view, the bouncing camera and the fantastic use of sound and music is dashed every time Faith (the main character) clips through one of the objects you're reaching for and plummets to her death. It happens so regularly that eventually plummeting to your death for no reason will be something you come to accept - an average day at the free running office.
On the subject of freerunning, it can't again be coincidence that Faith is a free-running parkour expert starring in a game in which your freedom usually boils down to "Do I leap over that pipe or slide under it?" In every other case your choices are already made for you - there is one direction to take to get to your goal, and if you deviate from the path you will die. There was one incident in which a ledge was directly below mine - I dropped down to it and immediately died. The fall was not even close to being a killer. It took me a few tries to realise - the game wanted me to go a different way, and I wasn't following the destiny it had set me.
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The quicktime events certainly don't help, either. At first glance you might not think Mirror's Edge has QTEs as you won't see any button icons on the screen - instead your "Runner vision" (the magic power Faith has that helps her take the most linear path possible through the game) will tell you its time to press a button. This occurs in fights when disarming your enemies and typically comes without warning - a flash of red on a gun or a fist, you tap the Y button and they're disarmed.
The disarming mechanism is ridiculous as well - Faith runs at an enemy while he empties his clip into her and then takes his gun away when he decides to pistol whip her. Some people can't be disarmed, either - apparently Faith's Martial Artistry only extends to submachine guns, pistols and shotguns and assault rifles are just a bit much - just another element of the game showing a clear lack of thought.
The story, as we mentioned before, is quite generic. You play the role of Faith, a
rebellious delivery chick whose sister gets framed for a murder. Your job is to find out why she was framed - if you can bring yourself to care. The game overall is short as well - I can't understand why they didn't throw in a few more actual deliveries (Faith is supposed to be a delivery person, although you wouldn't know it).
There's not a lot to redeem Mirror's Edge beyond its immersive atmosphere. The clipping is probably the worst thing about the game - it's simply inexcusable to have a game rely on something so much only to have it not work when it should. The game gets full marks for trying something new, but trying and failing is still failing. Mirror's Edge embodies a "Form over Function" design philosophy which doesn't really work for video games. With an extra six months and a storyline to speak of Mirror's Edge would have been a classic.