Mirror's Edge

Mirror's Edge is an action-adventure platform game developed by DICE and published by Electronic Arts. It was released for Xbox 360 and PlayStation 3 in 2008, and for Microsoft Windows in 2009. Set in a quasi-futuristic city, the game follows the story of Faith Connors, an underground courier who transmits messages while evading government surveillance. The player must control Faith over rooftops, across walls, through ventilation shafts, and otherwise within urban environments, negotiating obstacles using movements inspired by parkour.

Mirror's Edge
Developer(s)DICE
Publisher(s)Electronic Arts
Director(s)Senta Jakobsen
Producer(s)Owen O'Brien
Designer(s)Thomas Andersson
Programmer(s)Per-Olof Romell
Artist(s)Johannes Söderqvist
Writer(s)Rhianna Pratchett
Composer(s)Solar Fields
EngineUnreal Engine 3
Platform(s)PlayStation 3, Xbox 360, Microsoft Windows
ReleasePlayStation 3, Xbox 360
  • NA: November 11, 2008
  • AU: November 13, 2008
  • EU: November 14, 2008
Microsoft Windows
  • NA: January 12, 2009
  • AU: January 15, 2009
  • EU: January 16, 2009
Genre(s)Action-adventure, platform
Mode(s)Single-player

Mirror's Edge is powered by Unreal Engine 3, with the addition of a new lighting solution developed by Illuminate Labs in association with DICE. The game has a brightly colored, minimalist style and differs from previous first-person perspective video games in allowing for a greater freedom of movement with regard to its 3D environment. This allows for a wider range of actions—such as sliding under barriers, tumbling, wall-running, and shimmying across ledges; in having no heads-up display; and in allowing a range of vision which incorporated the legs, arms, and torso of the character as frequently visible elements on-screen.

Mirror's Edge received positive reviews from critics, who praised its uniqueness and its expansive environments, while criticism has centred on its weakness of plot, trial and error gameplay, and short length. The game has sold more than two million copies worldwide and won the Annual Interactive Achievement Award for Adventure Game of the Year. A prequel to the game, also titled Mirror's Edge, was released for mobile devices in 2010. A reboot, Mirror's Edge Catalyst, was released in 2016.

Gameplay

The player jumps towards a zip line, which is highlighted in red by the game's navigation system.

Mirror's Edge is an action-adventure platform game where the player must control the protagonist, Faith Connors, from a first-person perspective and navigate a city.[1] To progress through the game and its storyline, the player needs to complete a series of levels that involve performing a linear sequence of acrobatic manoeuvres.[2] These include jumping between rooftops, running across walls, climbing pipes, walking along ledges, sliding down zip lines, and getting past opponents controlled by the game's artificial intelligence.[3] Faith's arms, legs, and torso are prominent and their visibility is used to convey her movement and interactions with the environment.[4] Her momentum is an important aspect of the gameplay,[5] as preserving it through multiple obstacles allows the player to run faster, jump farther and climb higher.[3] To help players chain moves seamlessly, the game employs a navigation system, called Runner Vision, which turns certain objects in a bold red color as Faith approaches them, allowing the player to instantly recognize paths and escape routes.[4]

Although the player can perform melee attacks and disarm opponents,[5] using weapons is generally discouraged as they slow Faith down and hinder her acrobatic abilities.[3] For example, carrying a weapon that is heavier than a pistol prevents the player from being able to jump and grab ledges.[3] Weapons have a finite magazine and must be discarded when they run out of ammunition.[3] If Faith has preserved enough momentum,[3] the player may use an ability called Reaction Time, which temporarily slows the gameplay down and allows the player to time their next move.[1] Faith has a certain amount of health which automatically regenerates when she does not take damage for a brief period. If Faith falls off a significantly high position or her health is fully depleted, the player must start the level again from the latest checkpoint.[3] In each level, the player may also find and collect three hidden yellow bags. These encourage the player to explore the game and unlock achievements.[6]

In addition to the game's story mode, Mirror's Edge features a time trial mode where the player must complete courses as fast as possible.[7] Each course is divided into multiple sections and has three qualifying times to beat. Although the first courses are unlocked as the player progresses through the story mode, additional courses can be unlocked by beating qualifying times.[8] Records can be uploaded to online leaderboards, where the player can compare their performance with others. The player may also download recordings of other players, called Ghosts, to show them the path they took through a course and help them improve their records.[8] Additional achievements can be unlocked by reaching certain milestones.[6]

Plot

Mirror's Edge is set in a quasi-futuristic city where life is comfortable and crime almost non-existent.[9] The city's state of bliss is achieved by an oppressive regime that controls the media and its citizens. An underground crew of parkour couriers, called Runners, operate independently from the city's security and surveillance measures, delivering private goods and sensitive information across the city. At the same time, a new candidate, Robert Pope, is challenging the incumbent Mayor Callaghan on a platform of deregulation. The game follows the story of Faith Connors, a 24-year-old Runner who lost her mother when she was campaigning against the city shifting from its vibrant atmosphere to its current regime. Faith was trained by former Runner Mercury, who now provides her with intelligence and radio support. Faith's twin sister, Kate, is a disciplined police officer who has a lot of affection for Faith but is also committed to protecting the city.[10]

After completing a delivery to fellow Runner Celeste, Faith learns that Pope has been killed and that her sister has been framed for his murder. Kate refuses to flee with Faith, saying it would only make her look guilty. From former Runner Jacknife, Faith learns that Pope's head of security, Travis "Ropeburn" Burfield, may be connected to Pope's murder. She then infiltrates Ropeburn's office, where she overhears him setting up a secret meeting at an unfinished building. Faith informs Kate's wary superior officer, Lieutenant Miller, of what she has learned, but he refuses to help her. Later at the meeting, Faith confronts Ropeburn, who admits that he hired someone to kill Pope, but he is killed by a sniper shortly afterwards. Lacking other leads, Faith investigates the security firm that has begun aiding the police forces in capturing Runners. She finds that they are behind Project Icarus, a program designed to train special forces to eliminate Runners. Faith follows the trail of Ropeburn's killer to a boat that is docked at a nearby wharf. There, she learns that the assassin is Celeste, who decided to collude with Project Icarus to live a more comfortable life. She also explains that Pope had to be killed because he was seen as a threat, especially once he discovered Project Icarus.[11]

With Kate convicted for Pope's murder, Mercury helps Faith find a way to ambush the police convoy that is transporting her to prison. Faith succeeds and sends Kate to Mercury's hideout while she leads the police forces away. Upon her return, Faith finds Mercury critically injured and his hideout completely ransacked. Before he dies, Mercury tells Faith that Kate has been taken to Mayor Callaghan's fortress. With Miller's help, Faith goes to the fortress and destroys the servers that run the city's surveillance systems. On the rooftop helipad, she finds Kate held at gunpoint by Jacknife, who reveals that he is also part of Project Icarus. As Jacknife takes Kate onto a departing helicopter, Faith jumps onto it and knocks him out to his death. Faith and Kate then jump off to safety before the helicopter crashes.[11] During the game's end credits, the media reports that Faith's actions have only served to intensify the city's security and that the location of both Faith and Kate remains unknown.[12]

Development

Mirror's Edge was developed by the Swedish company DICE as part of an effort to create something fresh and interesting, anticipating a need to diversify away from the successful Battlefield franchise the studio was known for.[13] The game was conceived in July 2006, when the studio decided to create a first-person game that would not be like a traditional first-person shooter, a genre that was considered very crowded at the time.[14] Because first-person shooters typically focus on weapons and technology, the studio wanted Mirror's Edge to focus on the player character and their physicality.[14] The opening chase scene of Casino Royale and the way Jason Bourne fights and runs in the Bourne film series were major inspirations for the game.[15] Originally, the development team experimented with the player being able to drive vehicles, but the idea was ultimately dropped because they felt it would break the flow of the game.[14] The game's protagonist emerged from a sketch illustrating an athletic female hacker, who art director Johannes Söderqvist felt suited the game very well. He explained that he was interested in a strong female character that would appeal to both women and men, and who became a hero not because of high-tech weapons, but because of her physical abilities.[14]

Although some of the game's first-person mechanics were first prototyped in the Battlefield 2 engine,[14] Mirror's Edge was built using Epic Games' Unreal Engine 3 because DICE's own Frostbite engine was still in the early stages of its development cycle when production of the game started.[16] Creating all the first-person animations proved to be an ambitious task, but it was considered essential to help orient players in the game world.[14] The game has hundreds of first-person animations and simple moves like using a ladder has over 40 animations alone. These include interactions such as jumping into it from multiple positions, climbing it up or down, or hanging on it with one hand.[14] Although the game has a believable first-person perspective, it is not meant to be a simulation. For example, the player is able to stop quickly after a full sprint because the development team felt that keeping the inertia would make the gameplay irritating.[17] To animate the character's in-game shadows, a different animation system runs simultaneously.[14] The only information that is visible in the game's heads-up display is a small reticle in the center of the screen, which was added to lessen the simulation sickness associated with the free movement of the camera in first-person view.[18]

Mirror's Edge deliberately makes use of strong primary colors, with outdoor environments predominantly featuring white and distinctively lacking in green.[19] According to senior producer Owen O'Brien, this stylistic choice grew out of the gameplay, as it allows the player to focus on the Runner Vision guidance. It also serves as a health meter because the colors become less saturated as Faith starts to take damage.[18] A new lighting solution, called Beast, was developed by Illuminate Labs, a company based in south of Sweden, in association with DICE.[20] This technology is able to reflect colors and create a lot of soft shadows, giving the game a unique art style.[20] Getting the lighting right was a difficult process for the development team, as it involved a lot of hand tweaking and a considerable amount of time to render each level.[14] To speed up the rendering process, DICE invested in around 400 CPU cores, which were kept cool in a separate room by a very big air conditioning unit.[14] The storm drains in the game's third level were inspired by Tokyo's.[21] The game's animated cutscenes were created by an external agency because DICE had no experience with 2D animations, while some of the game's art assets were created by a company based in Shanghai, China.[20]

The game's working title was "Project Faith" until it was changed to its current one in mid 2007, suggesting that the game's city is a mirror to its inhabitants.[14] American TV series Firefly and its film spin-off Serenity were cited as major influences on the game's setting.[20] Writer Rhianna Pratchett, who was hired a year and a half before the game was released, described the society portrayed in the game as somewhere between an anti-utopia and a nanny state, stating that game explores the contrast between citizens who give up their personal freedom for a comfortable life and those who prefer to live on the edge freely.[9] O'Brien deliberately chose not to give the city a proper name because it was considered an amalgamation of many different cities,[18] blending both East and West aesthetics.[20] Around two and a half hours of in-game music were composed by electronic music artist Solar Fields. To ensure there was a good flow between the player and the game world, the score was designed to be very interactive and different parts transition seamlessly.[14] The game's main theme song was composed by Swedish producers Rami Yacoub and Arnthor Birgisson and performed by Swedish pop star Lisa Miskovsky.[14] The game went gold on November 6, 2008 and took nearly two years to complete.[22][20]

Marketing and release

In June 2007, Computer and Video Games magazine revealed that DICE was working on a game called Mirror's Edge, which was expected to "shake up the [first-person shooter] genre".[23] On July 10, 2007, Mirror's Edge was officially announced by Electronic Arts, and at the Game Developers Conference in San Francisco in February 2008, the first demonstration of gameplay was shown.[24] A video featuring entirely in-game footage was released at the Sony PlayStation Day in London on May 6, 2008.[25] A demo consisting of the game's prologue chapter was released via the PlayStation Store on October 30, 2008,[26] followed by the Xbox LIVE Marketplace on October 31. The PlayStation 3 and Xbox 360 versions of the game were released on November 13, 2008,[22] while the PC version was released on January 16, 2009.[27] The PC version features support for Nvidia's PhysX, adding detail and physics to glass, smoke and soft materials. The game includes the SecuROM v7.x (activation based) DRM software,[28] unless bought from Steam.[29]

Buyers who pre-ordered Mirror's Edge at GameCrazy received a code that unlocked a time trial portion of the demo, as well as a Mirror's Edge-themed t-shirt. A time trial code was also included in GameStop preorders, along with a yellow "Runner Bag" resembling the messenger bags used in the game.[30] Preorders from UK retailer Game included a Mirror's Edge-edition Fenchurch t-shirt.[31] The game could also be bought through the Electronic Arts website, where a package deal with a red Timbuk2 messenger bag was available. The bag featured the game's logo on the outside, while the inside featured a portrait of Faith.[32] On October 7, 2008, EA announced the release of a remix album featuring the Mirror's Edge theme song "Still Alive". Contributing artists included Benny Benassi, Junkie XL, Paul van Dyk, Teddybears and Armand Van Helden.[33] The album, Still Alive: The Remixes, was released on November 11, 2008.[34] In 2009, the Mirror's Edge Original Videogame Score was released in online-only form.[35]

The time-trial maps feature a "more abstract aesthetic" than the main game.

On December 4, 2008, EA announced the creation of seven all-new time trial maps for Mirror's Edge. According to Owen O'Brien, Senior Producer for DICE, “The freedom of movement and control in first person has been the most popular aspect of Mirror's Edge so we decided to distill these down to their purest form for this map pack... We deliberately chose a more abstract aesthetic that is still within our distinctive art style and then focused on flow and gameplay to create an experience and challenge very different from the main game.”[36] In January 2009, the release date was specified as January 29.[37] The release was delayed until February 19, 2009, when the "Time Trial Map Pack" was made available as downloadable content for the Xbox 360, PlayStation 3 and PC.[38] An eighth map is available exclusively for the PlayStation 3 version of the game.[39]

Mirror's Edge was at the centre of EA's conflict with Edge Games, a California-based development studio.[40][41] Edge Games is not related to Edge magazine beyond the licensing of its trademark. In September 2009, EA petitioned to have Edge Games' trademarks cancelled, alleging continued threats of legal action. Tim Langdell, president of Edge Games, responded by accusing EA of engaging Edge Games in settlement talks as a "play for time". Langdell's company claimed true legal ownership of the phrase "Mirror's Edge" among other variations of "Edge".[42] After a court found that Edge Games' claims were "suspect", the company settled with EA and surrendered many of its trademarks.[43]

Reception

Reception
Aggregate score
AggregatorScore
MetacriticPS3: 79/100[44]
X360: 79/100[45]
PC: 81/100[46]
Review scores
PublicationScore
1Up.comA−[1]
CVG9/10[5]
Edge5/10[47]
EGMA−, B+, B[48]
Eurogamer8/10[49]
Game Informer8/10[50]
GameSpot7/10[2]
IGNPC: 8.5/10[51]
PS3: 8.3/10[52]
OXM (US)9.5/10[7]
Awards
PublicationAward
Annual Interactive Achievement Awards[53]Won - Adventure Game of the Year; Nominated - Outstanding Achievement in Art Direction
Spike Video Game Awards[54]Nominated - Best Action Adventure Game

Mirror's Edge has received mostly positive reviews, with score aggregator Metacritic reporting scores of 81/100 for the PC version and 79/100 for the PlayStation 3 and Xbox 360 versions.[45] Official Xbox Magazine gave the game 9.5 out of 10, praising its "brilliant sense of motion and gameplay". Play awarded it 9 out of 10,[55] while GameTrailers gave it 8.3 out of 10.[56] Computer and Video Games was also positive, calling it "A brilliant and unique experience, even if the small shooting parts aren't quite up to scratch."[5] IGN awarded the game 8.3 out of 10, calling it a "thrilling and stylish venture", but "the first chapter of a franchise that's still finding its feet."[52] GameSpot praised the immersive gameplay environments, but criticised the inconsistency of gameplay speed.[2] Ian Bogost of Gamasutra commended the game for being unconventional, calling it "a shooter that makes you hate to shoot".[57]

Mirror's Edge uses animated sequences to move its story along. Reviewers were divided in their opinions about this stylistic choice.

Edge stated that the levels felt contrived and that there was no true freedom, merely multiple preordained paths.[47] The Guardian noted the game's short length,[58] while other reviewers criticised the game's trial and error nature.[59][60][61] Despite giving the game a score of 8 out of 10, Eurogamer dismissed the storyline as rambling, adding that "[Mirror's Edge] is going to divide audiences down the middle... Some will be able to overlook the gaping flaws, but others will never appreciate its moments of brilliance, and both positions are justifiable... "[62] Other issues raised were the stylistic choice of animated cutscenes,[51] and the "cramped" feel of some of the levels.[47][63]

The developers initially projected a total of three million copies of Mirror's Edge to be sold,[64] but in February 2009, Electronic Arts reported sales of over one million.[65] According to an October 2010 court document pertaining to the legal conflict between EA and Edge Games, Mirror's Edge has sold more than two million copies worldwide, with more than 750,000 of those copies having been sold in North America. In June 2013, the executive vice president of the EA Games revealed the game has sold "about 2.5 million units".[66]

Legacy

During Comic-Con 2008, DICE announced it would create a limited-run comic book adaptation of the game together with DC Comics division WildStorm.[67] The six-issue comic is drawn by Matthew Dow Smith and written by Rhianna Pratchett.[68] A side-scrolling browser game interpretation of Mirror's Edge titled Mirror's Edge 2D was released by Electronic Arts in conjunction with independent developer Borne Games. The game is similar to and uses the modified engine of Borne's popular game Fancy Pants Adventures.[69] A one-level beta was released on November 11, 2008, with an expanded three-level beta released on February 24, 2009.[70] A prequel to the game, also titled Mirror's Edge, was released for mobile devices in 2010.[71]

Reboot

A new game was revealed at E3 2013 for Microsoft Windows, Mac OS X, PlayStation 4 and Xbox One.[72] The game is a reboot of Mirror's Edge,[73] showcasing the origins of Faith,[74] and uses the newer Frostbite 3 engine.[75] Electronic Arts stated that the game is an "open-world action adventure".[76] According to DICE's general manager Karl Magnus Troedsson, the prequel has combat mechanics that are more refined than those in the first game.[77] In January 2014, writer Rhianna Pratchett had announced on Twitter that neither she nor any other members of the first game's writing team would be involved with the new game's development.[78] Some early developments of the game were featured at the Electronic Entertainment Expo 2014.[79] On June 8, 2015, EA filed a trademark for the upcoming Mirror's Edge game Mirror's Edge: Catalyst[80] which was later confirmed as the game's title the next day on June 9.[81] At Gamescom 2015 it was revealed that it is a reboot of the Mirror's Edge franchise.[82] Mirror's Edge Catalyst was released June 2016.

gollark: I'm pretty sure a lot of people just use phones for most computing tasks *anyway* now.
gollark: It is more problematic if it can be remotely exploited by non-carriers into doing things, which has apparently been the case.
gollark: It doesn't really matter if the SIM card is calling/SMSing/TCPing because the carrier literally *runs the network* and could also just do things in your name on their end.
gollark: I mean, the carrier can just do that from their end.
gollark: I'm more concerned about form factor issues.

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