Publisher: Electronic Arts
Developer: DICE Sweden
Developer: DICE Sweden
Formats: Xbox 360, Playstation 3, PC
Release Date: Novemeber 2008
Release Date: Novemeber 2008


Joining a now wide ranging portfolio, Mirror’s Edge has been a project creating quite a stir since the first screens and concepts were laid down a year ago. Despite this, few had seen anything

Headed by Swedish developers DICE, Mirror’s Edge is something of a departure from the fare offered by their now seminal Battlefield series, recently added to by the excellent Battlefield: Bad Company. Powered by the legendary Unreal Engine 3, Mirror’s Edge is set


Fairly sophisticated stuff then and the back-story is supported by an


Whilst this may sound rather unoriginal on paper, DICE’s ability to capture motion in the context of the first person standpoint is nothing short of amazing and could become the blueprint for the way developers approach first person camera direction in the next, next

Of course, grandstanding one original game design element pre-

Mirror’s Edge is not an FPS, merely an FPE or First Person Escape. There will be guns in the game and if you have the fortune to mule kick a shotgun out of a government agent’s arm you can continue to use it as long as it is loaded. But don’t expect to find floating boxes of ammo cluttering up the minimalist landscape or Faith retaining her agility whilst carrying heavy arsenals. No, DICE may well have been the brains behind the bulletfest that was the Battlefield series, but the aim in Mirror’s Edge is not to engage in lopsided shootouts with the ominous shades wearing agents, indeed there is an achievement for game completions sans the gunplay. Instead players are expected to utilize Faith’s agility to escape sticky situations and in doing so will be further aided by Faith’s “Runner Vision,” a honed ability to track the best paths through the cluttered rooftops and pitfalls of the skyline. In reality, “Runner Vision” is distinctive red lines marking out the best routes for escape through the bleached landscapes and offers some direction in an immersive, if sterile, world that features no HUD. Whether this feature is optional, or a fixed game breaker waits to be seen, but in its current state it feels a little too much like hand holding on the developer’s part.
Control is set to be simple and fluid in a furthered attempt to suspend reality but practice is likely to be the key with some of the early jumps and balancing elements proving difficult. Still DICE have kitted Faith out with a neat range of abilities borrowed from parkour. Sliding, wall running, wall sliding, beam balancing and beam swinging are to name a few. Think of it as urban gymnastics combined with N+. Further control will extend into combat with the onus on hand to hand, disarmament and sliding takedowns much like a feminine Neil Ruddock and this will be topped out with a finite “bullet time” style ability, allowing Faith to slow time, be it to down an enemy or pull of difficult jumps.
DICE’s decision to create incredibly sparse environments helps to highlight the various in game physics, but the limited color palette could become a little too much and to see a few new levels that utilize a visually differential approach was thankful. What is clear in its pre-release state is the sense of scale and height are mastered extraordinarily well and combine with the perspective to create a believable experience. Still questions arise over how long the physics defying gameplay and purposely limited visual aplomb could hold interest. Sure the free running element will be exciting for a few hours, but unless the game is shorter than Portal, DICE are going to have to throw a little more into the mix to avoid the unique gameplay mechanic buckling under the weight of its own importance.
Furthermore there appears to be some collision detection issues, that or the enemy AI which appeared a little slow in EA’s E3 presentation have the marksmanship prowess of a Bond villain’s henchman. Nevertheless, Mirror’s Edge is slated for a November release and there is time to polish up some of these minor issues and create an optional setting for “Runner Vision.” Hopefully the action will be drawn away from the rooftops and a recent trailer has shown some underground train tracks and a sewer too diversify the aesthetics. There is a lot of interest invested in the industry breaking design on show having picked up the E3 Best Action Game award. Whilst shaping up and looking like a thoroughly unique experience, only time will tell if it is equally rewarding and attention grabbing one.
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