
Mirror’s Edge was a breath of fresh air when it was released in 2008. Featuring an Asian female lead who was appropriately proportioned when most other games featured buff marine types or buxom wenches; a game world that was full of stark white splashed with bold colours amongst a sea of drab brown and grey game worlds; and featured a fluidity of movement in a world full of stop-start gun fighty games. It certainly wasn’t without its flaws and had many detractors throughout the game community, but it was bold, especially for a big publisher like EA, and full of promise for those of us who wanted something new.
Unfortunately, we had to wait 8 years for a sequel and 8 years is a long time in game development terms, and particularly with what has happened to the games industry lately. The games market has completely fragmented, with PC and the console market dominance being smashed by iPhone and Android games. The rise of the casual gamer and indie developer has pushed games in directions unheard of 8 years ago in terms of art and action. Diversity of representation, which has always been in the back of developer’s minds, has been pushed to the forefront of the conversation surrounding games.
With this context in mind, fans of Mirror’s Edge were excited to see what EA could come up with. With the story rebooted and an entire city open to explore, would Mirror’s Edge live up to its promise and could Catalyst become the next big thing ™? Well, in a word, no. Regrettably, Mirror’s Edge Catalyst tries hard, but when held up to its competitors it falls quite short.
Let’s start with the character Faith. I can excuse the developers for having her iconic sleave tattoo absent at the start of the game and turning it into a reward. As a player, it’s kind of cool to play through wondering how she gets it. But, without spoiling it too much, the when it’s rewarded is really too late in the story, and the way it’s rewarded is kind of lame. But that’s not the worst of it for Faith. Her strength of character has been greatly reduced by the weak story. The predictable plot and one dimensional villains strip her of agency, and instead of acting on her own and for her own sake, she gets pulled along inexorably and the player is simply there for the ride. It doesn’t help that Faith is still depicted as a teenager. I’m completely aware that I’m nowhere near being a teenager any more, but this doesn’t excuse the poor writing and plotting. We’ve all grown in 8 years, but Faith hasn’t and she seems wildly immature and predictably whinny.
Arguably, story comes after gameplay, and strong gameplay can erase the bad taste the story can leave in your mouth. Unfortunately here the game stumbles too. Quite often. Into an abyss. Where you wait an eternity for a loading screen to bring you back to the action. The first Mirror’s Edge was criticised for poor controls and 8 years on the developers haven’t figured it out yet either. Which is a shame because when it works, like games such as Sunset Overdrive, Dishonored, Assassin’s Creed, Batman’s Arkham and Infamous series, where exploration and movement are put in the forefront of design, the movement in the game brings an almost Zen-like sense of calm and achievement to the player.
And in a world where those games exist, it’s not like the makers of Catalyst had nothing to emulate. The Up/Down mechanic is a great idea – you hold the left bumper for contextual up movements like jump and climb, and squeeze the left trigger for contextual down movements like slide and drop. The idea is you get a rhythm going as you move through the world, stringing movements together and flowing through the game. Unfortunately, the poor execution results in Faith falling to her death constantly. The biggest issue is the amount of things the left bumper is used for – jumping, wall running, attaching your rope, jumping off the rope, grabbing a ladder – compared to the trigger which is simply slide down/under and land. Quite often you’ll want to do a standing jump but wall run, or want to leap from a wall run but continue in the direction without jumping. I suspect the bumper isn’t as reliable as the trigger, and fervently wish I could remap the up and down to the left and right triggers so I could get a better flow going when playing. Another idea would be to have the facebuttons mapped to contextual movements, so pressing the bumper and pressing A would make you wall run, pressing Y would make shoot your rope out for example.
Speaking of shooting, thankfully faith doesn’t ever use guns this time around. One of the biggest complaints about the original game was the weapon sections. This time, Faith exclusively uses her fists and legs to fight. You’re meant to use the environment and your speed overwhelm the game’s enemies – leap up the wall, fly kick off a flywire, and so forth. And yet again, the game underwhelms with tedious AI where it just bunches together so you can kick the enemies into one another. You can defeat all the enemies using the same move (Y and joystick back or to the side). Every. Single. Fight. Some fights you can pretty much ignore, though towards the end of the game you’re frequently locked in a room and have to fight all the guards to enable you to proceed which feels like shoddy game design.
What’s most frustrating about these issues is the open world City Of Glass is actually spectacular, and you really want to spend time here exploring. The world is sterile, stark, cold and beautiful. Although it’s pretty much non-interactive – people stand around and exist just for you to interact with them, you can’t knock chairs and tables and ornaments flying – like many open world games, there are a heap of secrets to find which fill in backstory and give you things to do. My favourite was the screen hacking. After doing missions or winning achievements you’re rewarded with runner packs, containing logos and backgrounds which you can put together on the Mirror’s Edge website and then hack billboards showing your logo across the city and in your friend’s worlds. The billboards are quite often difficult to get to, and it’s fun exploring how to activate them (but not constantly dying and seeing a reload screen). Also as in the previous game, you can also set up and complete with other players runs, trying to beat their time or infuriate them with near impossible paths to follow.
Conclusion
Mirror’s Edge Catalyst unfortunately misses its mark. Following on from the first game, the ambition and desire is present, and doesn’t completely fail but doesn’t quite succeed either. Maybe if it came out 5-6 years ago I could appreciate it more, but with some many other fabulous open-world games out there to compare it to, plus a very weak story which lets the series down, it’s mechanical flaws really stand out, and it feels like a let down.
Pros:
The World of Glass is fabulous and itches to be explored.
When you can string moves together the game really shines.
Cons:
Stringing moves together happens rarely. You die because of the controls, not because of the game’s intention or difficulty level.
The enemy AI is stupid and fights are always the same.
The loading screen takes too long to get you back into the action.
The story is predictable and Faith feels diminished as a character because of it.
70/100
