E3 2008: Mirror's Edge Preview
Mirror’s Edge looks like a sure winner. It’s edgy, has a very unique gameplay, and looks terrific.
Date: Wednesday, July 16, 2008
Author: Toni Dimayuga

  • Game: Mirror's Edge
  • Platform: PC, Xbox 360, PlayStation 3
  • Publisher: EA
  • Developer: DICE
  • Genre: First Person Runner
  • Release Date: Winter 2008
  • Why You Should Care: Edgy, unique form of gameplay
  • Why You Should Worry: May not appeal to some people used to traditional FPS games

  • Mirror’s Edge has been heavily discussed over the past few weeks, so I was glad to get the opportunity to see for myself if it’s really worth all the fuss. Apparently, so did everyone else at E3, because DICE creative director Lars Gustavsson had a small crowd behind him as he demoed the parkour-infused game.

    You play as Faith, a young woman who lives in a suffocating, totalitarian society. Faith is a Runner. Since all messages are controlled by the government, those who don’t wish to have their every move monitored have taken to using Runners to deliver messages. Since there are eyes everywhere, Runners have to be quick and agile, dashing across rooftops, sliding down drainpipes, and walking on narrow walkways in between buildings. When her sister is framed for a crime, Faith becomes hunted. Suddenly, Faith finds herself running for her life instead of her job.

    Although it’s touted as an FPS, the only thing Mirror’s Edge has in common with other similarly billed games is that it’s in first person perspective. You must primarily rely on your speed and wits to escape or disarm enemies and overcome obstacles. Guns take a far back seat. In fact, you’re penalized for carrying weapons by moving a lot slower. After all, you aren’t exactly nimble while holding a heavy rifle.

    Those new to Mirror’s Edge may be overwhelmed with this fast-paced game. Which bar do I grab on? How can I jump on that ledge over there? What’s the best way to get to that window while avoiding those enemies? Fortunately, you can turn on what’s called “Runner Vision”, which highlights optimal areas to grab, climb, slide, or crouch in red. For example, if you’re running across a rooftop and need to get across to the other building, you may see a red pipe joining the two buildings. This indicates that you’ll most likely have to tiptoe across the red pipe.

    Keep in mind though, that Runner Vision is just a guide. When you feel more comfortable, you can turn it off and start experimenting with more creative and difficult ways to get over an obstacle. In fact, Gustavsson mentioned that taking the harder paths is more rewarding, but didn’t say what kinds of rewards you get. I wondered if Faith’s parkour skills improve, but I was told that there’s no “leveling up” in the game. Rather, all improvement is the player’s responsibility. Therefore, I’m guessing that rewards won’t come in the form of skills.

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