Monday 15 July 2013

Mirror’s Edge 2: A Sequel of Hopes


There was a lot of interest surrounding Mirror’s Edge in the build up to its release in 2008. It was an intriguing idea for a game, mixing Parkour with a first person view point to run through a near-futuristic city. For Dice, it was an experiment with gameplay and unfortunately it didn’t quite work. Thankfully it wasn’t a complete flop. The game-world was a stimulating scene of perfect whites and bright primary colours. It stood out as a visual feast in a time of grey-brown shooters.  

Both EA and Dice had been very coy about the prospect of a sequel. It seemed that another original IP had been doomed to a single instalment for not being blockbuster success. So it was a pleasant surprise to see a teaser trailer for Mirror’s Edge 2 at this year’s E3.

Being a teaser trailer, it didn’t really give away much. In particular, the direction Dice will be taking the gameplay in. Mirror’s Edge was a bit of an unfocused mess, as it veered between exciting Parkour chase sequences and clunky combat that would break the flow; usually as a hail of bullets blocked your progress.

And as shown in the trailer, the combat is here for another round. Dice only need to achieve two things to make melee fights a welcome part of the game rather than a frustrating roadblock. Learn from games such as the fantastic recent Batman titles, which demonstrate how to perfectly have big flowing melee brawls; and clearly sign post which enemies you have to fight and which you’re supposed to evade. There were points in Mirror’s Edge where you were never really sure if you had to stop and fight, or keep running. The action often devolved into a horrible trial and error routine, as you frantically scrabbled for the path to follow.

A revamped control system would also add a lot to the sequel. Faith had an extensive move set, but it was difficult to time your actions. The minimalist HUD wouldn’t give you any hints as to how long you could wall-walk for, or when you needed to time your melee moves to disarm opponents. It gave the game an unnecessary high skill requirement, which a couple of interface hints could go a long way to fixing.


My biggest hope, is that the world becomes a lot more fleshed out. The opening cinematic set up the events of the story for Mirror’s Edge, but you never really got to find out more about the city. It looked gorgeous and was fun to run around, except you never got really explore it. There were some opportunities to take different routes, yet the majority of the game was a linear path. It would be interesting to see some real branching paths that give you a choice in how to approach the level. Most of all, it would be great if the story for the sequel is longer than five hours. The length of the story really hamstringed Mirror’s edge as it was hard to justify paying full price for such a short experience. So here’s hoping that Dice use the time they have (as the trailer simply gives a release date of ‘when it’s ready) to perfect the sequel, and deliver a game that matches the hopes we had for Mirror’s Edge.