Adam's Appreciation Corner: Mirror's Edge (2008)

A dystopian city that feels as lifeless as it is dull. Paint used in very rigid, defined ways to give color to what is probably one of the most empty-feeling societies. Non-descript office buildings, shops, public transportation and government facilities – all of which are a little too well-structured.

A dystopian city that invokes dreams of a beautiful, serene yet lonely future with only you and its sky-facing surfaces to explore. Color used much more liberally but still lacking all of the heart and diversity that make up a welcoming city. Not a single dirty alleyway, rooftop, corridor or even billboard in sight. Perfection to an extreme. A high quality of life... but also a life that is scrubbed clean to the proverbial bone. Is there anything left untouched?

DICE's Mirror's Edge and its reboot, Mirror's Edge: Catalyst, are a pair of videogames with very carefully designed worlds. They represent two interpretations of the same core design. You can criticize the games for their relatively simple formulae but you cannot deny that there was a lot of passion and intent put into how their cities were designed. They not only can look striking but also give you that uneasy feeling of emptiness. A perfect place to set the story for our rooftop-running protagonist who, in one way or another, rebels against the government. Our protagonist, a young woman named Faith, fights against a government that surveys the public at all times and limits the movement of information. All in the name of maintaining peace and control over its citizens. (This is definitely not where our society is trending to at all. :) )

*Note: I sometimes abbreviate Mirror's Edge and Mirror's Edge: Catalyst as ME and ME:C, respectively.

The art books contain concept art and details that I would consider a must-read. From reading it through-and-through, it is clearly apparent that the vision for both games was unique. (I would argue even more so in its reboot.) They contain buildings overflowing with crisp details, sharp angles and squeaky clean corridors. The general world design is definitely the standout but the contrasting colors and relative simplicity of Faith's design is easy to appreciate too.

The two original scores by Swedish electronic artist Solar Fields are very carefully crafted and range from short ambience to lengthy, multilayered pieces. DICE knew to bring him back for the reboot because he has been crucial to the lasting appeal of Mirror's Edge. He wholeheartedly respects and embraces the vision outlined by the developers. His pieces reflect the kind of muted urgency that every event in the game portrays, while also taking care to be paced appropriately. Of course, credit should be given to DICE for utilizing the soundtrack in such an effective way. And speaking of music, who can forget the iconic main theme created by Lisa Miskovsky for the first game?

Unfortunately for the series, the combat can be lackluster and limited. It can feel unfulfilling when needing to use it in-between the excellent parkour mechanics. Mirror's Edge gives you a good amount of flexibility when it comes to navigating Faith through dangerous situations – at least in terms of physical movement. You can leap, slide, crouch, roll, vault and grab on to surfaces. The games encourage smooth movements and uninterrupted running by allowing you to build up speed. These movement mechanics combined with the score is a combo that resonates with a lot of fans, and hasn't quite been replicated in the same way since the original release in 2008. Albeit the reboot has its own appeal too.

DICE's pair of parkour games may offer excellent free-running and parkour but suffer from average plots. Most, if not all, of the characters are bland. At least in ME:C, the writers put very little thought into making you care about the characters; they do try to but always end up failing with the corny dialogue. Lines are cliché and littered with tropes for both games but especially in Catalyst. The only character that we see some form some sort of development in is Faith herself.

Faith's character was much more enticing in ME than its reboot counterpart. She had a clearly outlined backstory, but not with an overabundance of detail or screen-time. She was mostly stoic but driven at her core by emotion. I believe that the vagueness surrounding her character greatly improves her likability—it is easier to relate to her and also view her as a character who's only focus is the task at hand. This leads me into my next point which is that the world of the first game was much more enticing than in ME:C. Maybe visually, one could make an argument for the reboot – there is no doubt that DICE had put a lot of thought and love put into the new Glass City (or maybe it's just budget!). But the blatant and uninspired exposition given in Catalyst dulls the world. The simpler, straightforward storytelling in the original helped the game make up for its lack of detail and fleshed-out world. They didn't explain everything in the world because it was not necessary.

If you are going to play them for their respective stories or dialogue, you'll almost surely be disappointed for doing so. But I would encourage anyone to play Mirror's Edge (and maybe ME:C if one feels inclined to) solely to experience the quiet yet hectic, beautiful yet plain, and peaceful yet unsettling future that it showcases. The parkour gameplay, level design and soundtrack is worth the time.

The presentation of Glass City's varying environments alongside the music from Solar Fields can be a pleasure to experience. In Catalyst for example, tracks such as “Benefactor” and “Anchor District” mixed into the action/exploration sequences provide the adrenaline and urgency needed to make the fast-paced gameplay work. Even though ME and ME:C are set in the same world but with different interpretations, they both have different aspects to explore that are well worth your time.

Thanks for reading my thoughts. :)

「CIPHER42.app」