Tag Archives: mirror’s edge

Mirror’s Edge

I mentioned it before once or twice, but I’m going to take a whole post now to talk about Mirror’s Edge.

“Once this city used to pulse with energy. Dirty and dangerous, but alive and wonderful.”

Mirror’s Edge was, in my eyes, something with a lot of potential from the start. It was the first first-person platformer I can remember since Jumping Flash, and the first trailers spoke of something even more impressive, which was the unique and interesting aesthetic.

I don’t recall ever seeing a game world with such vibrancy. I don’t normally mind the “brown ‘n’ bloom” that seems to have taken hold terribly, but to get a breath of fresh air like this was rather delightful. This game is so bright and colorful it should be garish, but because it was apparently designed by Rarity, it works perfectly and harmoniously to create a sharply gorgeous world.

The Android's Closet is apparently filled with MLP toys.

And what do you know, the game is great. Not flawless by any means, the combat especially is a rather questionable addition (Though it can usually be avoided in whole or in part), but it has a flow to it, a sense of speed and movement, that you don’t really get outside of racing games like WipeOut or Rollcage, but unlike those each step and jump and juke is something you have directly done. Fundamentally Mirror’s Edge has a lot going for it, but the real reason I think it’s great is because it gives you such a sense of satisfaction when you do something right; when you get a new personal best on a level (And the game is best viewed as having strong puzzle elements), when you master a particularly tricky section, or when you find some shortcut that cuts your time down hugely.

The DLC cuts everything down to the barest components, and it still has to look this weird and colorful.

Ultimately, and I’m sorry to use somewhat nebulous terms, the thing about Mirror’s Edge is that it feels refreshing and kinetic, it feels fast, it feels rewarding when you do it right. It isn’t perfect at all, but it is glorious, it tried to do something that was genuinely new, not just aesthetically but in gameplay as well, and it largely succeeded in this. Despite Faith’s quote up at the top there, the City feels alive and wonderful, pulsing with energy, even if that energy is Faith’s alone. It’s also supremely cheap now to pick up used, so I would wholly encourage anyone with a few bucks and hours to spare to pick it up.