Today I bring you the first of the 100 game challenge, Mirror's Edge from Digital Illusions Creative Entertainment and published by EA in 2009. Video footage comes first and my 1-page writeup follows. This will be the format I follow every week.
Week
1: Mirror's Edge (DICE/EA,
2009)
Mirror's
Edge
is a first-person free runner designed with the intent to create a
high stakes experience in an adrenaline-pumping setting. The use of
high-contrast colorization - which itself contrasts many of the
releases of the current generation's use of brown, dull materials –
creates easily navigable pathways with the use of red-shaded objects
to guide the player's eye. Combined with the design choice to have
bullets unable to hit you when you are going over a certain speed,
Mirror's Edge
is tediously calculated simulation of a game. It's smoke and mirrors,
a highly glossy prototype, but nothing more.
This
is not to say that it's a bad prototype. Quite the contrary, Mirror's
Edge
successfully posits the thesis that a game which takes place from a
First-Person view can be used for more than just shooting guns. The
parkour mechanics go beyond the basics of running and jumping to
include two different kinds of shimmies, wall-runs, 180 degree kick
spins, zip-lining, and vertical climbing. The visuals are incredibly
striking, with the outdoor having a strong emphasis on blues and
indoors favoring greens. In order to finish the RGB trifecta, Reds
are used sparingly in order to guide the player toward what they need
to grab onto or run at next. It's a simple technique that eliminates
some confusion in an otherwise highly detailed and sometimes
confusing world.
However, the game
is not without its faults. While the parkour mechanics are solid for
the most part, a lot of it feels like a pixel-hunt. It is easy to
gloss over your goal half the time or miss a jump because your “Death
Dot” cursor happened to be off from where you were supposed to have
it. While a “Death Dot” in many games can be a blessing of
precision-based shooting, here it only serves to hamper the
experience. The purpose of free running is just that - to be free in
your running – and yet more than once I found myself unable to get
through a section the way I wanted to. Even though it looked like a
wall would be ideal for wall-running, or the gap between platforms
easily jumped over, the section was specifically designed for you to
shimmy across the ledge on the side. It is moments like this that
force the realization that the player is being led; that any sense of
agency they have in the game world is an illusion, and the whole game
has been laid out to be played in a specific manner. Do it any other
way and you will not only die but will have to replay the current
section countless times before you are allowed to continue.
While
Mirror's Edge
makes itself out to be an open world, it only leads the player down a
linear path. It's possible that this “illusion of freedom” motif
mirrors, as it were, the game's totalitarian narrative. Any freedom
one is led to believe they have is actually a carefully constructed
ride, with ups and downs, glimpses of choice, and much like the
game's high contrast aesthetics, shimmers of greatness. The game's
challenge come from finding the path through levels laid out by the
designers, not by creating your own as the game would have you hope
would happen. The skill comes in the form of precisely timing and
aiming your jumps (a slow-motion mechanic is included to assist in
this endeavor and disarming enemies, though it almost seems as if it
too was at one point included in the ride and was changed to a
button-press at the last minute). While you can take enemies guns and
shoot them, the game in no way encourages this behavior. Gunplay is a
sloppy, slow, throwaway mechanic. Being that this is from the studio
that brought us Battlefield,
we know damn well that they are capable of forging solid first-person
shooter mechanics. The gunplay is all part of the simulation. The
player is given the illusion they can use guns, but that use comes at
the cost of usability. In the end, it is a better choice to just
throw the guns away. Even the bullets flying at you are all part of
the ride and are themselves an illusory threat. There are a few tense
moments to be found here, but once you realize just how shallow the
rabbit hole actually
is,
the tension wears off quick.
There
are some good ideas in Mirror's
Edge,
but they are all at odds with each other. The mechanics are
shoehorned into an expressionistic use of narrative-as-gameplay, yet
the gameplay itself can do nothing to alleviate the feeling that the
roller-coaster is too
well constructed. We are still safe.