Long Version
Mirror’s Edge has been watched very closely and tentatively since the first trailers and gameplay videos started appearing several months ago. The refreshing surroundings, promise of immersing and fast gameplay and a severe lack of space marine have all helped to build the following and interest the game has seen. With the release of the demo we can all finally get our hands on Faith (not like that) and see what it’s all about.
After an installation taking just less than the time it takes to eat a bowl of cereal (I timed it), you are ready to get running. The first thing you notice comes even before the game starts, as the loading screen has been enjoyably covered up with a video, similar to the briefings in CoD4. The animated short gives a bit of insight into what’s going on in the world. Basically, the world is now very clinical, controlled and the population is brainwashed (This trailer explains all of it).
The first part of the demo is simple training grounds. Here you learn the basics. And they are basics. L1 is “up”, L2 is “down”, the sticks move and look, and thats about it. Jumping over gaps and up walls is handled with up, ducking, sliding and tucking your feet whilst in the air is handled with down. There is no “run” button, you simply gain momentum the longer you’re running, or after every successful object vaulted over/under. Where sixaxis controls rear their ugly head, alternate button presses can (and should) be used instead. It’s true that everything feels very natural, but only as much as your standard FPS feels natural.
After you have the basics sorted you meet Celeste, a fellow roof-runner. You follow her as she leaps and bounds over a series of roof-top obstacles. Her animation is impressive, yet still not quite accurate enough to avoid looking awkward in parts, even from a distance.
The soundtrack has an uplifting electronic vibe (as used in all the trailers). The sound of your breathing, jumping and landing are all excellent, but let down by the overuse of “city sounds”. You are continually reminded that you’re on a city roof-top by the dense traffic noises seeping up from below, but a quick glance over the side and you’ll be lucky to see more than 3 cars and maybe a dozen pedestrians.
The streets are also not the only thing to feel a little too empty. The rooms and rooftops are distinctly devoid of small details. All objects are either large or not there. Rooms feel very square and almost nothing can be pushed or interacted with in any way. It feels very similar to Half-Life in that respect. It continues this similarity with the speed at which you travel through levels. You are most definitely not meant to take your time and explore. Most of the time exploration is met with a quick death or checkpoint restart.
The second half of the demo sees you playing the “Financial District” level, the one featured in nearly all hands on videos. The “multiple routes” advertised are there, but switching between what feel like contrived paths is hardly ever done, as the way you want to go is almost always directly in front of you. The routes also bottle-neck frequently, or at least they did on the demo level. I can understand time-trial modes forcing you to try what little variation there is, but I know that’s something I would get bored of quite quickly.
As you continue parkouring (probably not a word) to your eventual destination, you will inevitably meet some police. And for once, violence is not the answer. During the demo level you’re encouraged to simply run away. When you eventually are forced into an unavoidable confrontation, a button press at just the right time disarms your opponent. This isn’t the only way to get past though as jumping off walls, flying kicks and sliding tackles are all possible.
Incidentally (and disappointingly) even if you do get a gun, they have very little ammo and are useless at the range you’re typically being shot at. Not that it matters unless you’re being shot at point blank range, you take little damage. If you are unfortunate enough to take one to the face, our trusted friend auto-health regeneration is on hand to help us through.
The demo ends with you making a daring leap onto the landing legs of a helicopter; an epic moment which feels just a touch artificial. Something echoed in most aspects of the game. Unless it is some deep metaphor relating to how Faith is actually not free, the continual feeling of being in the uncanny valley does detract from the overall polished experience.
The demo was fun, but with the bland presentation and simple mechanics, I struggle to see how it can be expanded out into a full, satisfying and good-value game without a lot of either padding or repetition. Also, the inclusion of a time-trial mode only accessible when you pre-order the game is just dumb.
Short Version
It’s like if Valve made a game about running, but not quite as good.