Posted by Renz on January 25, 2009

Mirror’s Edge Run

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When did parkour last get some respect from mainstream? I didn’t know that term even existed before I played Mirror’s Edge for the PS3. In a jiffy, it’s a first person platformer/quasi-shooter wherein you play the role of Faith Connors (Terminator!?!) as a Free Runner who’s always given errands by a client, if I recall the story correctly, and the task that’s in the game is sort of related to her sister, Kate. Plot thickens after that but I won’t bother spoiling details.

Mirror's Edge

Mirror's Edge

Speaking of the story, it was average at best. Not really compelled with it and I never did bother listening to the dialogues and it’s definitely one that you forget after you’ve played through it. Cutscenes were nice though. Kinda breaks the monotony of the 3D world that you’ve been seeing in-game. It’s all in stylized vector similar to the ones found in Heavenly Sword’s prologue; which brings us next to the graphics.

Jaggies everywhere! I’ve played the PS3 port and jaggies were everywhere. Hopefully, the PC version fixes this as the drawing distance of this game is far and anti-aliasing really is a must for far draw distances. They should’ve put more effort in optimizing the graphics pipeline. Art direction in modeling is superb. The buildings were all like they’ve really hired architects to model those skyscrapers. Textures were rich and high resolution. Shadows were great. Art direction in lighting though, sucks. It’s like everything is made of plastic. The style didn’t really suit my taste as everything seems like they were radioactive. I had to tone down brightness but dark areas made a toll to the visibility. They should’ve fixed these lighting issues early on.

Gameplay, in two words, is very promising. It’s like future Quakes or Unreal can make use of the parkour moves faith has been doing. Gameplay really stands out yet they’ve managed to keep it simple though they somewhat overdid the simplification. I’m guessing they’ll add more features in part 2. They have this unique thingy which keeps you on track called the runner vision. The runner vision points you to where the right direction is by making the target object in crimson red somewhat works but it could be a little more subtler like a little brighter in its natural color instead of turning red all over. Kinda makes the game less challenging. Enemy AI is pretty much simple. Enemies are just there waiting for you to kick their asses. Level design is nice. Makes everything look like it’s non linear but it’s otherwise in reality.

The control scheme is quite unique. You’d have to deviate from what most console FPS controls are like x and [] for jump and crouch. Instead they used the two shoulder buttons L1 and L2 as jump and crouch respectively. The sixaxis mumbo jumbo was completely useless or it’s really not just executed properly once again. The controls were fluid enough and are perfect for the game.

The great techno inspired sounds that are subtle really pumps you up. Not your typical RPG theme song where it etches deep in your mind but it kinda works. I personally like the carrier theme song of the game. Its “Still Alive” by Lissa Miskovsky. Melody is soothing but the lyrics were kinda off; it was written with an ex boyfriend/girlfriend in mind.

Overall, I’d recommend you get this game. I think it’s cheaper nowadays and I got it in a really bang for the buck price as I got a free EA classic game with it. It’s indeed promising and you’ll really be immersed and feel like a parkouree(?). Sorry I don’t know what to call people who do parkour.


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One Response to “Mirror’s Edge Run”

  1. Ryan Sumo says:

    Parkour was actually thrust into the cultural milieu because of some french movie (I forget the name) featuring bank robbers who used free (another name for parkour) running to escape from cops. It got more recognition in movies like Casino Royale, where it feature prominently in the first action scene.

    I’m actually surprised it took so long for someone to make a game out of it.

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