Mirror’s Edge

December 27th, 2008  | By: Daichi  | Categories: Games  | Tags: ,

In three days, I beat Mirror’s Edge. I have to say, I like short games. Not that I kept track but I probably logged around 10 hours into this game. I know I logged over 120 hours into my Disgaea save on the PS2. It is just nice to be able to pick up a game and be able to finish it up in just a few sittings.

The story isn’t anything amazing, it provides you with enough reason to be running around on rooftops, which honestly, is good enough for me.

During my play-though, I had Runner’s Vision and the Reticle turned off. Having Runner’s Vision on makes the game a little too obvious. Takes the puzzle away from the game. Once you figure out the formulas they have for the puzzles, your not really going to need the extra help. Now, I did find it amazing when I first turned the Reticle off. A small dot missing from the center of the screen drastically increased the difficulty and added to the immersion. Not only do you have to “sense” where Faith’s feet are while your jumping off a rooftop ledge, you now gotta “sense” where the center of her body is so you can land on that pipe your jumping to.

One thing that surprised me was the blur and lighting. They used blur to show depth of field and motion/speed. It’s the first game I’ve seen where you have to focus when using a gun scope. I dunno how realistic that is, but I sure found it interesting. As far as lighting goes, when your outdoors on the rooftops, the sun can be a little blinding, bleaching out the ground and walls of the rooftops. This was annoying at first, since it took me a while to realize this was much intended. And I’m certain they could of found more annoying ways to emulate glare. Unrealistic lens flare anyone? (You need a lens to produce that flare, you don’t usually see it with human eyes. In a first person game, this wouldn’t make any sense. Yet I’ve seen it done too many times.)

The game certainly has a decent variety of puzzles, it certainly isn’t so long that it gets too repetitive. It thankfully ends before it can. However, this game certainly has a few problems. I think the level design is a bit too linear. It’s way too easy to say, “Hey, I can climb or wall run this, lets try going over here.” And it leads you to exactly where you need to be a bit too easily. It’s almost a wonder why the city scape was design so well that runners could move about so easily to their exact objective. It’s just feels a little too deliberate for me. Not that there is really too much wrong with it. It sure beats getting lost all the time. But it would of been nice to have just a few more routes from one place to another. I’m not asking for an open world here.

I guess a few words on combat. Since I played for the ‘No Gun’ achievement, I really had to get used to the combat system. At it’s heart it’s actually rather simple. Either hit the guy a lot till he falls down or disarm his gun, a precision timed maneuver which leads to a one step knockdown. If you know your destination when baddies appear, you usually can run right past them. But if you can take a guy out with one maneuver, it kinda takes away a little bit of the threat and adrenaline. Be warned, they swarm you with a lot of guys at the end of the game, which while annoying, feels typical of end games.

Probably one of the most annoying things I found, anything in the game you would consider a ‘Boss Fight’ in most other games, doesn’t exactly provide the correct amount of challenge. Your sense of victory is a bit lost once you figure out the simple trick to the challenge.

Anyway, do check this game out. It’s not a huge time investment. It certainly does a lot of things right. And while I haven’t really played it, if you enjoy the whole first person element, check out Namco’s Breakdown for the Xbox. Thinking back to when I watched my brother play this, I think I might move this one up on my “To Play” list. From what I can tell, It’s got a bit more focus on combat and it’s on the 360 BC list.

  1. December 29th, 2008 at 10:32
    Reply | Quote | #1

    Well… to get a more deep sense of perception, fake effects might actually do the trick better than realism.

    and to quote thet classic internet joke… it always needs more lensflare (and sometimes zoomlayer).

  2. Daichi
    January 10th, 2009 at 01:37
    Reply | Quote | #2

    I’m surprised they haven’t tried to overlay a blur of two images for unfocused depth perception. Since you know, the whole people have two eyes thing.

    fake effects seem to do the trick for now. The more powerful the consoles get, the better we get at faking things anyway.

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