Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026 Февраль 2026 Март 2026 Апрель 2026
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
22
23
24
25
26
27
28
29
30
Game News |

Mirror's Edge review (2009)

Mirror's Edge review - PC Gamer issue #197 (UK, February 2009)

By Graham Smith

The early levels of Mirror's Edge are the ones that best communicate the joys of the game, because they're the ones that best deliver the free-running dream.

That is: you, in an urban environment, gracefully inventing your own path from point Here to point Over There. You hop over fences, slide under pipes, run along walls, rebound off buildings and vault from ledges—all of it ideally without breaking stride and all of it from a first-person perspective. It's smooth, fast, exhilarating, and its creators do it wrong, all wrong.

The main character is Faith, a Runner. Runners are acrobatic postmen, travelling via rooftops to illegally deliver messages the sender doesn't want intercepted by the spying government regime.

Faith's sister is on the other side, a police officer who's framed for murder. That prompts Faith to investigate. Cue lots of running.

While that's all fine, the real star is the unnamed city in which all this takes place. It's the playground you'll be bounding across, its insides a mixture of primary colours and modernist furniture, its outsides sparkling like a glitterball. Most dystopian futures in computer games are bleak, ruined worlds, but there's a tangible reason why more of this city's residents haven't rebelled: because it's a really, really nice place. Who wouldn't want to live here? Even the rooftops are swept clean.

Running men

The regular police officer, who only carries a pistol and can be easily escaped from without any combat whatsoever.EA
The inevitable SWAT teams, who travel in packs, carry shotguns or assault rifles and can do some serious damage.EA
The pesky snipers, who give themselves away with red lasers but often stand between you and your escape.EA
The police Runners who, like you, can leap and climb and tumble. They’re fast and genuinely terrifying.EA

You're assisted by something called Runner Vision, which highlights certain items of scenery in red. A ropeline that can be slid down, a pipe that can be climbed, a handily placed chair that can be used as a springboard. Runner Vision makes snap decision-making easier, but the levels still encourage a thoughtful mode of play. You want to stop, look around, work out how to get up there and then implement your solution. You want to play it like you might play Portal, as a series of environment-based puzzles.

(Image credit: EA)

Instead, the game becomes infested by cops and snipers and SWAT teams and helicopters, all serving to hurry you along. The initial levels are direct enough that you can work out where to go while sprinting, but as the environments become more complicated, the red objects also become less overt. You want to stop more, but the enemies never let you.

Imagine you were playing arcade racer TrackMania and while arcing from one ramp to another, police started shooting you. More directly, imagine you were having fun and then people came along and started shooting you while you were having fun. Running is great, being constantly pressured into running away is not so much. Yet it proves unavoidable. Each chapter is structured in basically the same way, with you bounding to the top of a building and then having to flee when the cops—or 'blues'—burst in to bust you. This frequently involves them coming through your only exit point, meaning you either have to run past them or go through them.

Going through them means punching and kicking them to the ground, or performing a disarm move. Disarming is essentially a quicktime event, accomplished by hitting the right-mouse button when their weapon turns red mid-attack. The addition of Reaction Time, better known as bullet time, slows their movement and makes this much easier.

Reflective like a mirror, and you standing on the... Hey! (Image credit: EA)

Regardless, it's satisfying to watch your leg appear from the bottom of the screen and slam your opponent's head into the ground. You can then either use your newly acquired gun to dispatch the other enemies or toss it to one side immediately. The weapons are forgettable, but discarding them lets you affect the same awesome, nonchalance of characters in The Matrix.

From the archives

This review was originally published in PC Gamer #197 (UK, February 2009).

You can still subscribe to PC Gamer to get new issues of the magazine (in print!) every month.

Note that I'm saying nothing bad about the implementation of combat. It's clear that the developers don't want this to be thought of as a traditional shooter: there's no way to reload your gun and carrying it slows you down, hindering your ability to perform jumps. Yet although you're armed with the perfect skills for evasion, this also isn't a stealth game where you can avoid alerting enemies. While it's possible to complete the game without firing a single shot, for pure reasons of convenience you'll likely turn to aggressive solutions before too long.

The issue is that the combat hinders rather than enhances the core pleasure of the game. It's precisely because the rendering of free running is sublime that its constant, violent interruption is so frustrating.

The world feels physically solid in a way other games don't. Walk close to a surface and your hands will raise and press against it. Fall slightly short on a jump and your arms will reach out and scrabble at the surface to pull you up, while falling slightly shorter still has you gripping the ledge with just your fingertips. Try to wall-run on an uneven surface and you'll slip and end up on your backside. Not hurt if the ground was close, simply embarrassed by your clumsiness. The quickening screen bob as you gather speed, the sound of trainers slapping on concrete, even the way your screen tilts and turns: there's an attention to detail here that places you firmly within this beautiful city. And it gives you the means to perform stunning acrobatic feats.

It seems that colourcoordination is big in dystopian futures. (Image credit: EA)

Recently, when walking past a nearby building site, PC Gamer's Production Editor Tony Ellis remarked about how cool it would be to run along the tops of the cranes, like in Casino Royale. Mirror's Edge has a level where you do exactly that. That made us all very, very happy.

Even indoors the game looks starkly stunning. (Image credit: EA)

I just want to make it clear, though: at no point did Tony suggest that it might also be cool to use those same physical talents to run away from a bunch of snipers. That would be rubbish.

Let's also make it clear that when attempting that moment of crane leapery, I fell to my death half a dozen times. You're not always going to time those jumps correctly. You're going to fall and die sometimes, forcing a retry, and there's no quicksave. This proved occasionally frustrating, particularly when a death happened after a scripted ambush I was then forced to walk into a dozen times, but mostly checkpoints are well placed, quickly re-loading and sending you back to just before your failed leap.

That scripted ambush is one of the situations where the game takes control of your viewpoint for the sake of a brief cutscene.

Jumping puzzles

Each new chapter tends to begin with you travelling across the city via the top of its high-rises, with conveniently placed boxes and planks painting your way.

Inside areas are more constrained, but frequently open up into giant atria where you patiently make your way between levels. These are the game’s most fun puzzles.

The insides of an elevator provide some mid-chase respite, giving you time to figuratively catch your breath and calm down after a burst of action. No musak, sadly.

Although the loss of control is abrupt, it's preferable to the game's occasional and jarring leaps into 2D animation. Faith is likeable, a rare humble protagonist who's willing to express something other than detached sarcasm. There's even some thematic nuance, though much of it is derivative of other work. But when the game is beautiful and steadfast in its commitment to the first-person perspective, suddenly jumping to 2D is bizarre and ugly.

It's ambitious in a multitude of ways

What will annoy some of you far more is the length. The story mode is short—I completed it in around six hours. But this is only slightly less than it took me to complete Call of Duty 4 and it doesn't feel unfairly truncated, despite the room left for the inevitable sequel. I must say that I appreciated it for not padding the experience needlessly.

Also similar to CoD4, it's improved on the PC, being easier to make jumps using a mouse and keyboard and with PhysX support, it makes fist-smashing through glass even more satisfying. But then, this is a world wiped so clean that I frequently walked into glass walls without realising they were there.

Despite the lack of multiplayer, there are two other modes that extend the life of the game: Speed Run and Time Trial. Speed Run is the story mode levels with an added timer. This forces you to complete each level flawlessly in order to reach the end within the time limit. Time Trial, meanwhile, is set in specific areas of those same levels and is entirely devoid of enemies.

(Image credit: EA)

Hey, wait a minute, devoid of enemies? Time Trial essentially turns the game into the aforementioned TrackMania, placing a series of checkpoints on a level that must be hit in order and giving you times to beat to earn either one, two or three stars.

Did I say devoid of enemies? Reach the end once and the next time through you'll be racing against a ghost of yourself. NO ENEMIES?

No enemies at all! The Time Trial mode removes the game's one major irritation, turning it into a game purely about movement and iteratively improving your performance. Playing the story mode is worthwhile, and you'll need to complete it to unlock all the Time Trial levels anyway, but there's an argument to be made for this mode being Mirror's Edge distilled into its pure form.

Which only serves to underline the key frustrations of the game. It's ambitious in a multitude of ways, both in making a platformer from a first-person perspective and in its implementation of free running.

It succeeds in both these things, creating an essential experience in the process. But it's stymied by its attempts to combine those new ideas with the traditional first-person shooter model. It's as if someone told them that people were scared of new things and that they should instead take something familiar and put a clock in it instead. In other words, it's really, really good and you should play it, but damn, it could have been superb.



Читайте также

After 15 years and 323 hours, I've finally beaten Fallout: New Vegas, and this game doesn't need mods as much as you think it does

The new World of Tanks hero shooter is shockingly fun, and the beta is still up for a few days

Mass Effect TV show writer denies being told to rewrite it for 'non-gamers'




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.