One of the best things about this style is that it sometimes veers close to abstraction, particularly with interiors. Coloured lighting themes the different sections and bathes their highlights, eventually moving from the light blues and purples of the downtown zones into the natural greenery of vegetation – the one sure symbol, in this gleaming city, of wealth. The roofs are white, offset by two-tone walls and elaborate configurations of piping, while the runner’s guide (more on which later) shimmers through it in bold red. Construction areas have bright yellow scaffolding ringing tarps and cranes, while office interiors are all looped furniture and distracting billboards. The city’s aesthetic, round-edged futurism in a primary palette, flows and changes style across the different zones. Mirror’s Edge is about running, and this environment lets you run for the sake of it. Not just a structure that allows Catalyst’s designers to build missions that ping-pong you across the map, the interconnected rooftops are a perfect fit for the game’s concept. Faith can climb skyscrapers, swing across rooftops and hurdle anything in her way, but one false step and it’s all over.Ĭatalyst’s bigger distinction is the City of Glass, an open world that replaces the original’s linear levels. Her abilities aren’t superhuman either, unless you count exaggerated jumping heights, making her a winning combination of supremely capable and fragile, the classic glass cannon. Photograph: EA DiceĪlone these are tricks but together they make Faith feel like a character, as opposed to a floating camera. Ziplines are plentiful, and smacking into a guard full-force off one never gets old. It’s not just the good stuff either – the way her arms flail during a nasty tumble, how she reels back from punches, or the panicked gasping when you’ve misjudged a leap and sent her tumbling into oblivion have all been improved. Run forwards and you’ll catch glimpses of her hands moving up and down catch a railing and her arms catch the railing roll forwards and your view moves through 360 degrees with glimpses of her hunched knees stand on top of the highest building in the city, look down, and you’ll see her feet. Much of hero Faith’s moveset is functionally unchanged from the original game, though it now looks better than ever, and Catalyst’s appeal is in how the first-person perspective embodies her. The game was too modest a success to earn a sequel but, just under a decade later, Dice has another chance to get Faith – and her city – running again. The original Mirror’s Edge, released in 2007, was a first-person parkour game with a striking visual style, which to this day it divides opinion – some consider it a masterpiece, while others found it trammelled and frustrating. M irror’s Edge has always been a passion project for Dice, the Stockholm-based developer better known for its bombastic and hugely successful Battlefield series.
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