Showing posts with label first person games. Show all posts
Showing posts with label first person games. Show all posts

Friday, July 10, 2009

Mirror's Edge: The In-Depth Game Autopsy (Part Three - The Closing)

This post is preceded by Part One and Part Two of the feature on Mirror's Edge. Mr. Keeley's contributions will, yet again, be presented in italics and mine in traditional font.

There are a lot of bad games, but I don't think many will receive the treatment we've given Mirror's Edge. Matt and I have devoted three quite long blog posts to this game because it could have been so much more. We both played the demo to death; if only the rest of the game had lived up to the first half an hour or so, Mirror's Edge would have been one of the very best games of 2008. But there's hope:
EA is working on a sequel to the game. So, how could DICE make Mirror's Edge 2 worth playing? Well...
  • Improve the story - Make us care. Some view EA as an Evil Corporation, but its first advertisement ever asked "Can a Computer Make You Cry?" Give it a shot.
  • Aesthetics aren't everything - Yes, the City in Mirror's Edge is supposed to look so clean it's sterile. But a little more variety in the setting wouldn't hurt - Many of the game's levels are virtually indistinguishable from each other.
  • The empty city - Isn't it odd that you never run into civilians in this game? Even when running through plazas, office buildings, and subway stations? I don't want the sequel to turn into Assassin's Creed, but I think having civilians crowding, running for cover, denouncing Faith for breaking into their buildings, etc. could really liven up the next game's action. A parkour chase through a crowded market could be pretty neat.
  • Combat - Give Faith a weapon. Maybe not even a lethal weapon - maybe she has some Super Runner Taser or something. Also, make the enemies a trifle less lethal. Your enemies should not have near-perfect aiming.
  • Level design - First, get rid of the slow parts - Climbing up a pipe, then jumping to another pipe, then jumping to a ledge from which you shimmy until you reach a duct... The idealized parkour of Mirror's Edge doesn't need this tedium. Try and cut down on the elevators, too. Second, improve the checkpoint system - Put checkpoints before especially difficult jumps, not before the easy parts before those hard parts. Third, be more consistent with runner vision implementation.
Believe it or not, there are many things about Mirror's Edge that we do not think should be changed. The game was audacious, innovative and unique. An improved sequel has no need to abandon many of the qualities that made it that way.
  • Do not make it third person - I really hope that we have conveyed this already: the core running system is a massive achievement. The platforming, despite all of the skepticism surrounding it, is fluid and intuitive; the only reason it did not always work in Mirror's Edge is that the level design was not up to speed. The first person perspective adds an incredibly visceral feel that no other platformer can boast. Just try to leap between skyscrapers without holding your breath.
  • Do not make it a shooter - Faith is a runner, not a space marine. She should continue to use guns with disdain. The fact that she used them at all in Mirror's Edge felt a bit incongruous. Leave the fire sticks to the bad guys; Faith should have a melee weapon or some physical attack that does not compromise momentum too heavily.
  • Do not make Faith into Marcus Fenix - Despite what one may glean from gaming message boards and comment threads, making Faith a woman of Asian descent who was not a ninja or a blatant sex object was a smart move. The makeup of the typical game protagonist (straight, white, male, unshaven...) is achingly predictable, and the number of stereotypes that fill out the rest of a typical game's cast is astonishing. The gaming industry is, frankly, a bit backwards. It is high time for it to catch up with the growing intellect and diversity of its customers.
  • Do not turn the City into Helghan - Almost as predictable as a protagonist's appearance is the typical game's setting. Grey and steel punctuated with the occasional brown... do I even need to explain how ubiquitous such art design is? From the menu screen to the opening shot of the final level, Mirror's Edge is an absolute triumph of art design. Its bold, unique art style need not be compromised in the sequel, even if the level design sorely needs to be diversified.
  • Do not fire the guy who is responsible for the music - Enough said.
  • Do not try to tack on multiplayer or co-op - Adding new modes will not hide the fact that the level design may still suck. In fact, it will probably exacerbate such problems. (The Time Trials in the original often did.) Gamers want a well-crafted, rewarding single player experience. Give it to them. Any multiplayer that is included needs to be nothing less than a stroke of genius; the old standbys will not fly in such a unique game.
Well, there it is: Mirror's Edge picked apart and analyzed until there is nothing left. Hopefully, it served as more than mere catharsis for the writers. The game had, perhaps, more potential than any other last year, making both its failures and its successes important for the industry. Understanding what went wrong illustrated what made it so disappointing and why hope springs anew for the sequel. So, EA DICE: All eyes are on you...

Wednesday, July 1, 2009

Mirror's Edge: The In-Depth Game Autopsy (Part Two)

This post is preceded by Part One of the feature on Mirror's Edge. Mr. Keeley's contributions will again be presented in italics and mine in traditional font.

Chapter Five: New Eden

Near the beginning of this level, Faith has to run across yet another set of tracks. Her friend Merc, who provides audio advice to Faith throughout the game, suggests that Our Heroine look for a particular access stairway that she might "get back on to the roofs where [she] belongs." If only the developers understood Mirror's Edge as much as their characters do. While there are some good non-roof portions of the game, Mirror's Edge is at its best when the player is doing open-air acrobatics. While I have no doubt that there is potential for good "ground-based" parkour gameplay, there's precious little of it in this game. Hallways and elevators are not good.

Chapter Five actually features some very good platforming and freerunning in its early stages; alas, it also has what may be the most frustrating and ill-conceived setpiece in the whole game. Parkour in a mall is potentially interesting and fun. Parkour in a mall is markedly less fun when said mall is a) empty of civilians and b) full of heavily armed policemen. Despite what speedrun videos may show you, it is next to impossible to escape without "neutralizing" all the enemies, especially if you don't already know the level like the back of your hand. Though the enemies may be standing thirty feet below Faith's leap to a ventilation duct and safety, these cops have incredible aim; they will kill you many times. It was during the mall sequence that I decided to stop playing as a pacifist - I shot the cops and I liked it. Or, if I didn't like it, I at least preferred it to engaging in the game's awful hand-to-hand combat. The police in Mirror's Edge can take a flying kick without flinching, provided they lift their guns to their chest to shield themselves. If Faith's foot hits this gun, Faith loses half her health. The guards are very quick with their gun-blocking.

I should perhaps point out that the level is called "New Eden" because the mall is. Naming a shopping center "New Eden" - What a brilliant and scathing critique of consumerism.

In one portion of the mall, Faith has to turn off a deadly fan blocking the entrance to a duct. These fans are great - You have to wait until they are entirely stopped, or touching them will instantly kill you. In another level, I made the mistake of stepping into one that was down to about one rotation every five seconds. It killed me. Sweet Mirror's Edge logic.


Chapter Six: Pirandello Kruger

I'll kick this segment off with another nugget that comes courtesy of the loading screen: The game urges players to isolate individual enemies, making them easier to dispatch. This concept stuck with me as I traversed the level – in an amazed, negative sort of way, of course. Not only is Faith put in a number of situations where she has multiple enemies with clear shots on her, but those enemies often refuse to move an inch. Perhaps it is just me, but attempting to isolate armed, immobile enemies who happen to be in wide open spaces seems counterintuitive. Thanks, loading screen!

This level kicks off with some solid rooftop action but, as so many of them have thus far, it stumbles quickly. The first enemy Faith encounters is distracted by some mundane conversation over his radio. (They try to give these guys personality six levels in? Let's cut our losses and stick to "Go! Go! Go!" and "Move! Move! Move!" please.) This provides an opportunity for an easy disarm, and a moment for Faith to realize that she is now the target of two other snipers who stand across the way. They, and their cohorts on the ground, can all be dealt with by way of the rifle Faith has just acquired, assuming the player had enough time to figure out its controls. Thankfully, all enemies seem to slump to the ground when shot by this gun, regardless of where they are hit. If the player is profoundly stupid and is attempting to beat the game without the aid of firearms, this area is quite the bitch. Needless to say, trial and error is the only solution.

What makes this area truly rant-worthy, however, is yet another "runner vision" mishap. (I am beginning to think that Faith may need an optometrist.) There is a red door on the building that is directly across from Faith's sniper nest. It is very high up, but not so high that all players will declare it unreachable. Predictably, there is another red door tucked away at ground level, but that's hard to see when the area is teeming with enemies. This, more than anything else in the game, cannot be anything other than a sadistic joke. That high door is unreachable, and Faith never ends up there later in the level. It need not exist, but it does. My conclusion is that its only purpose can be the torture of players.

It will not take one long after entering the building before they realize that Faith has entered (wait for it) the obligatory Factory Level. So much for breaking new ground. They were doing so well, otherwise... Sharp-eyed players will notice that the entrance is filled with the nondescript "Mr. Tronik" boxes that litter the game. Apparently, they manufacture generic video game assets here. Wait, but it is actually the home of Pirandello Kruger, the crooked security company that has way too much power. ...So, why do they need a labyrinthine factory filled with armed soldiers? Maybe, like the person who placed that door on the roof, they are just assholes like that.

A few minutes into the factory, another headache-inducing room full of enemies comes along. This time, they populate catwalks above a stockroom. The most comical aspect of this setup is the fact that the men tend to open fire on Faith before she enters the room. As if this were not unfair enough, Faith must vault up to the catwalks before she can lay a hand on any of them. With their godlike aim undaunted, Faith must make an absolutely flawless climb for and disarm of the first enemy for any chance at survival. With the proper exit again proving elusive, the remaining pair of enemies must be dealt with as well. Their refusal to move from their initial position makes both charging them and shooting them from any reasonable distance impossible. Arbitrarily throw in the game's first exploding barrels, and we have another classic Mirror's Edge stonewall.

On, however, presses Faith. After some solid platforming, she comes across a confounding room where hitting an elevator switch creates no apparent results. There is an unmarked hole hidden at the bottom of the shaft. (Your constant failures are beginning to bore me, "runner vision.") The hole drops Faith into some particularly clandestine-looking hallways. I smell a plot point! She finds a slick room full of LCD screens. Tap-tap on the keyboard and... apparently, someone wants to kill the runners.

Uh, okay. Thanks for the heads up.

Out bursts a bunch of cops who seem far fonder of motion than their predecessors. They chase Faith through a giant gymnasium and back onto the city's roofs. (Thank God.) It is all pretty fun. Punching out windows and jumping between buildings is certainly a welcome twist, too. Suddenly, Faith hits a dead end; she is cornered at the end of a building with only elevated train tracks before her, a few stories down. It is clearly not a safe jump, but Merc pushes you: "Hitch a ride, girl." So, Faith lands, ass first, on the roof of a moving train that is passing by about fifty feet down. I am not sure if this moment is a result of one, bad idea or a lack of ideas, but either way, it seems a bit insulting. Why, at this singular point in the game, is this a safe jump? Forget what reality dictates; what about the rules within the game? Trains have been established as safe to ride, yes, but fifty-foot leaps? Eh, I suppose that complaining about the contrivances of contextual events in this game is not really fair when the general rules of the game are inconsistent to begin with.

Chapter Seven: The Boat

Short Version:
Faith sneaks a ride onto a plot-significant boat. Gamers regret it.

Long Version:
I suppose it was nice of the developers to try and mix up the environments a bit, to offer some variety. Unfortunately, this is a pretty miserable level. Mirror's Edge should be about speed and grace, not gunfights in dank ships. I especially like the doors that take forever to open - these doors force you to fight your pursuers. Who are more heavily-armed than usual. Yes!

Victory over your foes brings you a long and slow bout of duct-crawling, pipe-climbing, and ledge-shimmying. Also more entirely unnecessary slow doors. Because speed, interest, and half-decent level design are overrated.

Once you get on the boat's deck, you have to avoid attacks from a sniper. This is actually fairly interesting, though it doesn't make up for the utter tedium of the rest of the level. The fight with your attacker also brings home just how ridiculously bad this game's combat system is - Your attacks are limited, the physics are unrealistic, and your enemies show very little sign of taking damage. Once you beat your attacker and they flee, you get a half-decent chase through the boat. It's actually kind of neat. Too bad the level ends with another fist fight, after which your foe is revealed as Someone You Know. Considering that this character has little to no prior purpose in the game, it's hardly shocking that she betrays you.

"The Boat" may not be the most irritating level in the game, but it may be the most tedious. Who greenlit this waste of everyone's time?

Chapter Eight: Kate

Another bit of quality platforming kicks off this level, and the incessant hail of gunfire that follows Faith has a welcome replacement here: the soft footsteps of three runner-cops on her tail. It makes the platforming legitimately urgent and generally fun, although the tazer attack that they use when in close range is more annoying than anything else. Once the enemies are left behind, traversing an exterior elevator shaft and some hanging crates is a bit more of a pain than it should be, but the sequence is not prolonged.

It leads to an impressive indoor segment that is easily the level designers' proudest achievement. Faith enters a giant atrium that must be at least a half-dozen stories high. The hint button points her to the top. She must traverse a maze of scaffolds and walkways to reach her goal. If it sounds tedious, let me clarify: this is the strength of Mirror's Edge in its purest form; it is the rock-solid core that could have made the game great – unadulterated first person platforming, without convolution or misdirection. Every step of the way, the path is made clear, yet it is consistently challenging. Reaching the top of the massive room feels like a genuine achievement and, while there may be hang-ups along the way, the game does its best to refrain from punishment with frequent checkpoints. Throughout this segment, subtle, environmental cues guide Faith, allowing the broken "runner vision" system to take a back seat. For the first time, the game returns to the organic cohesion that made its opening moments so compelling.

This section contains a musical track that will be strangely familiar to those playing on the Playstation 3. That is because it is the song that plays in the system's main menu when the disc is inserted. To me, this indicates that the game's music producer believes that the song represents the game well. It is not a surprise, then, that it should also be used in this area of the game. This is not the only moment, however, where the soundtrack elevates the game. Through and through, the music lends a tense, modern beauty to the game. I may know very little about music but, in my humble opinion, this is one of the best video game soundtracks in recent years.

It should not be a surprise that reaching the top of the atrium sets off the game's return to its old tricks. A scripted sequence where Faith must shoot out the truck carrying her sister is unintuitive and uninteresting. This scene is followed by a lobby full of enemies that make one of the most frustrating sequences in the game. Fighting a path down to the bottom floor invariably requires many repeated attempts, for reasons that one can extrapolate from the complaints Mr. Keeley and I have made above. It is a sad fall back to Earth for players coming off of a segment so strong that it briefly rekindles hope in the game.


Chapter Nine: The Shard

In this level we finally see the City at night. Shame we see so little of it, as it's so pretty and enjoyable to traverse. No, most of this level is spent indoors, and much of "The Shard" is devoted to (shock) gunfights with cops. Near the start of the level, we get the game's one instance of environmental destruction: You have to turn on the gas in a hallway to start an explosion that blows an inconvenient door off of its hinges. Unfortunately, this door leads to a parking garage full of cops. Which is followed by a lobby full of even deadlier cops. Which is followed by another bit of climbing through an elevator shaft - You will most likely die several times here, especially as there's little warning when other elevator cars come. You'd think the cops would have stopped the elevators while Our Heroine infiltrates the building? Who is on those elevators? To no one's surprise, the elevators lead to ducts. And crawling.

After the ducts, however, you find one of the game's best portions, as Faith must move from rooftop to rooftop while dodging snipers. You can see the laser pointers the snipers use, so you can actually determine when you're in danger. It's nice. Plus the nighttime setting is lovely. Shame more of the game's combat wasn't like this. After this, Faith takes an elevator to the city's surveillance server room and the last miserable gunfight of this game's innumerable miserable gunfights.

When Faith reaches the roof, she confronts Jackknife (Remember him? Me neither.) and a group of guards. Instead of engaging in a firefight, you leap on to the helicopter in which Jackknife is departing (Didn't we do something like this at the beginning of the game), kick him out of the helicopter's open door, and watch the game's ending. Oh, and Faith saves her sister. Things look bad for Faith and Kate, as they're on top of a skyscraper absolutely crawling with trigger-happy cops. Did I mention that some of these cops are standing on the roof? The ending, of course, does not address this minor issue. Doubtless Faith's runner skills save her. And her sister.

The ending, in fact, resolves very little. I guess this means there will be a sequel. I'm both hopeful and afraid.

This feature will be concluded in Part Three.

Friday, June 26, 2009

Mirror's Edge: The In-Depth Game Autopsy (Part One)

As Mr. Keeley recently pointed out to me, my optimism in last summer's pre-release post about Mirror's Edge is a bit cringe-inducing. As I noted at the time, expectations were remarkably high for this, a game that clearly sought to break new ground in numerous ways. When the final product turned out to be, at times, disappointing and, at other times, downright infuriating, he and I quickly turned to assessing the game's successes and failures. I do not think, however, that either of our enthusiasm for the franchise has waned, as the potential for something great lives on with the promise of a sequel. For this reason, we have decided to collaborate on an in-depth, level-by-level analysis of what went right in Mirror's Edge... and what went horribly wrong.

Mr. Keeley's contributions will be presented in italics and mine in traditional font.


Prologue: The Edge

I must begin by pointing out that before I even set foot in the level, one of the game's great hypocrisies reared its head: those damn loading screens. For once, loading screens' length or frequency are not the subject of my disdain; their visual design is the irksome quality. The game's loading screens, you see, are used to provide "helpful" tips to gamers, presented under a looping animation that supposedly depicts this hint in action. The problem is, there are countless animations that show Faith, the protagonist, performing stunts whose fluidity and style surpass anything the player can ever do in-game and that, furthermore, seem to fit the game's style far better. The main area this applies to is the disarming of enemies – an area we will undoubtedly address later on in this post. So, simply keep in mind that many of the gripes we have below are repeatedly highlighted by their solutions' presence within the game's very own loading screens.

Anyway...

Put simply, this level is everything that is good about Mirror's Edge. The overwhelmingly affecting visual and aural style of the game washes over you from the first moment you peer into the washed out, white landscape of the city. It's an aesthetic that has not lost its novelty in the past months, as most developers still proudly tout the "subtle hints of color" their drab, uninspired shooters feature. The computer-controlled opening sequence highlights these strengths, as Faith peers into the distance and the game's striking music blends with the city's ambient sounds. Watching Faith leap across the steel canyons of the city does not only provide the enticing promise of excitement to come, but it displays the fluidity of movement that makes Mirror's Edge brim with potential.

Once control moves to the player, we meet one of the best designed areas in the game. Being able to move across these rooftop landscapes quickly and adeptly really hits home the idea of "flow" that is touted in the game's cutscenes. At this early moment, Faith is able to achieve a seamless unity with the space around her, as the objects become less like obstacles and more like tools for the art of freerunning. It is not literal freedom (why should it be?), but there is an indelible sense of freedom that comes with traversing these first few rooftops with skill. This feeling, I believe, comes from a balance that is struck in the level design: there are many obstacles, but none of them have to stop you in your tracks; many will hinder the inexperienced player at first, but none will always force you to stop.

What follows this segment is a small taste of the many hinderances that the game will use to stonewall you in later levels: doors, sealed hallways and (of course) armed guards. The reason that they do not do serious damage to the prologue is that they are fleeting and, often, avoidable. The first platforming puzzle is brief and clearly explained. The first enemies that you encounter are unprepared and can only give chase. The stumbling blocks the game throws at you here are appropriately small in dosage and add texture to the game's pacing. They also give way to a memorable climax, where Faith makes a dramatic escape hanging from a helicopter – a wonderful expression of the limitless potential that Faith's abilities hold.

Chapter One: Flight

Mr. Hollis-Lima addressed the feeling of freedom in the prologue level of Mirror’s Edge. There are very quick ways to get through the level, but first-time players may end up taking slower, more obvious routes. The game doesn’t have a “sandbox game” level of freedom, but you can run about more or less according to your style.

This fine style of play carries over to the first part of level one, but it’s also here that we begin to see some of the game’s weaknesses. After a nice invigorating rooftop jaunt, Faith finds herself inside. She runs through a few empty (as ever) corridors and hops into the first of the many elevators she will encounter in the course of her story. Surely the developers could have developed a nicer, more interesting way to load the coming portion of the level and get Faith to higher ground? You’re not able to jump or punch or otherwise do interesting things inside the elevator, so all you can do is run about, watch, your shadow, and wait. There’s some plot-related text scrolling down a computer screen in the elevator wall, but a) the plot isn’t terribly interesting and b) the text tends to repeat. Oh joy.

After the elevator ride, you get a first-person cutscene with some pretentious dialogue (“There are no accidents in this city”) before you get to flee the cops invading the building you’re in. The “runner vision” that is supposed to tell you where, generally, to go makes the first of its many disappearances here. You’ll likely die a few times just figuring out where to go. Runner vision works well enough outside, but it seems to vanish once you go indoors. Indeed, much of the game’s fun seems to go elsewhere once you step off the roofs and into buildings, ships, subways, and other such structures. Ventilation ducts too. You spend altogether too much time in the convenient runner-sized ducts that honeycomb the city. Imagine what the city's evil government could do if they cut the police budget and introduced a stipend for creating smaller ducts... Poor Faith would be screwed.

Once you get out of the ducts and on to the roofs again, you encounter one of Mirror’s Edge’s finest and most cinematic moments. As you jump onto a slanted glass roof and start sliding down, you see that a helicopter is coming in to take potshots at you. The chase continues across several rooftops, and it’s absolutely brilliant. The copter lends urgency to your parkour feats, but its attacks aren’t accurate enough that it will kill you easily. It may not be realistic, but it makes for a lot of fun.

The next building you enter features a police attack, but the game actually permits you to avoid fighting them – you sneak around them and enter the building’s elevator while their backs are turned. The level ends with an enjoyable ground-level chase – Though there are cops after you, they’re not terribly well-armed, they’re not terribly many of them, and fleeing them is a viable strategy. It’s a satisfying end to a level with some truly great moments. If only the game could have continued in this vein…


Chapter Two: Jacknife

Here begins the game's downward trend. The level picks up with Faith enjoying a momentary respite from the relentless chase – and do I ever mean momentary. After one climb over a tall fence, she is once again forced to flee from the helicopters that were omnipresent in the previous level. If the bottom of the developers' bag of tricks is already becoming visible to you, you're not alone. Repetitive and trite commands from city cops mixed with the sound of gunfire hitting metal will remain the game's primary means for creating urgency from this point forward.

This holds true as a helicopter (whose gunners have positively horrible aim) follows you most of the way down a massive vertical tunnel, after a brief bout of hallway/vent crawling. Little more than a series of pipes and platforms, this tunnel quickly grows tiresome and occasionally leaves you wondering if you are going in circles. The "runner vision" feature, however, does its job well enough here. It illustrates how these bare-bones platforming segments are mundane, but hardly the most grating aspect of the game. Besides, these are easily the most beautifully lit municipal sewage tunnels you will ever see. It really lets you know where the current regime's priorities lie.

The tunnel leads Faith to a massive... room, laden with catwalks and snipers. This area is surprisingly enjoyable, with a mostly linear design that allows you to progress quickly. One or two face-to-face encounters with snipers feel a bit cheap, as the troops' ability to beat you with their rifle is generally unhindered by your attacks. Here, Faith also encounters the true danger of the cops' perfect aim for the first time. Nothing is more comical than Faith slipping off of a fifty foot-high platform and watching two laser sights follow her the entire way down, never losing their lock.

These absurdities, however, pale in comparison to what follows your traversal back up to the surface (by way of a second, identical vertical tunnel). As the bloom effect kicks in and Faith's view is overwhelmed by white light, in creeps a tinge of red. As she stands on the rising platform that takes her on the final stretch to the surface, she is a trapped target for what can only be called the first clusterfuck of the game. (Worry not; it will not be the last.) Surrounding the mouth of this giant tunnel, in addition to armed guards, is a small enclosure of freight containers, trucks and barbed wire fences – three apparent favorites from the absurdly short list of assets (pieces of set dressing) this game features. With very little indication of where to go and very little time to figure it out before Faith is perforated, this area is the quintessential example of the level designers' unabashed disdain for the player. Searching for the exit while under fire is out of the question, so Faith is forced to stand and fight for the first time.

Here is where the game falls to pieces.

The fine folks over at EA DICE seem to believe that, while being bold in just about every respect, they had earned the right to rip parts of the level design from any old first person shooter. In other words, Faith is a square peg in this game's round hole. She is designed to run, not to fight. Hell, the loading screens even entreat you to avoid combat at all costs. Here, however, in the first of many similar monuments to non-cohesion, Faith is left with little choice.

How bad is the combat? The shotgun provides a perfect example. When in enemy hands, the it is a strong argument for Faith to run away. When in Faith's hands, it is a strong argument for the enemies to purchase firmer hair gel. Despite the sound it makes, the shotgun seems to emit a weak blast within a very narrow range of space, invariably allowing enemies to return fire and land the one or two blows needed to defeat her. Hand to hand combat is farce of equally high audacity. Defeating a single, armed enemy is fairly simple with the application of a few kicks and punches, but enemies generally travel in packs from this point on, making those few attacks impossible to execute safely (and rendering their inclusion in the game pointless). Faith's only other recourse when faced with unavoidable enemies is the exasperating disarm mechanic. Whenever she gets within a foot or two of an enemy, Faith is able to take away an enemy's firearm and incapacitate him with the precisely timed press of a button. This means forcing her to run up to the most intimidating foes and stand there, as they wind up their melee attack (in what must be slow motion) and swing their gun into the precise position needed to allow for a disarm. More often than not, Faith will get her face beaten in. More often than not, trying the same tactic again will be her only recourse. It essentially degrades all of the game's combat mechanics to a single, timed button press.

What follows this section could never compete in terms of sheer first-time frustration. (I add "first-time" because once the player is able to drag the level designers' intentions out into the light of day, the game becomes an absolute push-over. I spent most of my first playthrough in a prolonged state of rage, but I beat the game a second time in a speedy three hours.) It, however, does little to improve relations between player and game. Immediately upon exiting an elevator, Faith faces Jacknife, an ex-runner with a serious lack of humility. What this boils down to is Jacknife smugly waving to Faith at every turn, as she tries to chase him down. He's purportedly a talented runner. In reality, the game visibly warps him forward to prevent Faith from catching him. About a minute after she finds him, she chases him into an elevator where he (surprise!) smugly waves at her and the doors close a second too soon. Faith is forced to take an adjacent elevator down. (Do real freerunners make so much use of elevators?) The developers, in a bout of sheer delusion, seemed to believe that the player would be ready for a cute inside joke here, so there is muzak playing in the elevator as you stare at a blank wall for the umpteenth 30 second stretch.

Faith finally catches up to Jacknife when he knocks himself out. She must, however, traverse another rooftop playground first – one that proves that the game's grasp on the concept of "flow," even in its most basic form, is fading. Perhaps most taxing of all is swallowing the dialogue that concludes the level. Case in point: Jacknife ends each line with the knickname, "Faithy."

Chapter Three: Heat

Before I get to chapter three proper, I’d like to expand upon Matt’s comments on this game’s, um, memorable writing. Mirror’s Edge's writer is Rhianna Pratchett, the daughter of Sir Terry Pratchett, knight and author of the very fine Discworld novels. Alas, she is unlikely to receive a peerage for her writing anytime soon – The characters in the game don’t actually do much, and most of them are more or less interchangeable. In the course of Mirror’s Edge, two different runners betray Faith. I didn’t care, I wasn’t surprised, I just couldn’t remember who the second traitor was supposed to be. One hopes that future efforts from Ms. Pratchett will be better – her father wrote a few mediocre novels before he got to the really good stuff…

“Heat” gets off to a good enough start – there are dramatic jumps across rooftops, some satisfying wallrunning, and a merciful lack of police pursuit. One wishes that there were a bit more variety to the cityscape – Yes, I know the Forces of Evil want a clean and shiny city, but couldn’t we have a little more variety?

Speaking of variety, the interiors of chapter three once again feature some ventilation duct action. Are you a runner or a crawler? Sometimes I think the developers weren’t sure. Honestly, I’m pretty sure you spend more time in ducts in Mirror’s Edge than you do in the first Metal Gear Solid. Of course, duct crawling in Metal Gear helped you avoid guards, find items, and plan stealth attacks. Here, it’s just another sign of lazy design. Since I've already ranted about ducts twice, I'll try and avoid any more long discussions of them. Be assured, however, that they are present. Later in the game there are even duct mazes.

When the level’s titular “heat” appears, you don’t actually have to defeat all the cops who are chasing you. The game, in other words, works like the developers said it should.

At one point in her flight from the cops, Faith comes across a broken elevator – the elevator doors open onto the shaft, so Faith has to slide down a pipe to reach the next level of the building she’s in. It’s almost as if the developers know how annoying the elevators are… Shame they show up several more times throughout the game. Later on, there are even elevators that do not open until Faith has defeated all the (heavily-armed) enemies in the area. The game is full of other such cheap ways of making you stand and fight. Indeed, later in this level we find an area where the only way to advance is by climbing a series of pipes. As Faith climbs really slowly, the only way to survive the climb is to… kill all the enemies. As usual.

Speaking of enemies – Why are all the cops men? The plot of the game revolves around Faith’s attempt to save her sister, the cop, but I don’t believe we ever see any other female cops. Perhaps Faith’s city relegates all the other women officers to traffic control? And what does Kate’s sister think of Faith’s mass murder of cops? While you can complete the game without killing anyone, it’s rather an exercise in masochism. Faith, trying to clear her sister of a murder charge, murders dozen of police officers. Oh well…

Once you’ve killed your share of cops and climbed your share of pipes, you find an elevator. Yes! At least you get some fun parkour after it. You also get the game’s single most satisfying bit of combat – a cop runs up to you, but happens to stand to close to the edge of some scaffolding. You can knock him off the building before he even gets a chance to pistol-whip you. If only more enemies were so easily disposed of. Surely parkour offers all kinds of opportunities for entertaining environmental kills? Speaking of the environment, Faith never really gets to change anything in it - You can break the odd pane of glass, but you're never going to make any scaffolding collapse on your pursuers, nor will you be able to dislodge the most precariously-placed jump ramp. There's one exception to this rule late in the game - It comes as quite a surprise...

“Heat” ends with some more vintage Mirror’s Edge combat, though it’s theoretically possible to avoid combat here, provided you don’t mind getting shot in the back a few times. The crane-to-crane jump is pretty awesome though – If only there were more scenes like that and fewer shootouts with over-armed cops, Mirror’s Edge might be a good game.

Chapter Four: Ropeburn

Chapter four hits the ground stumbling with another misfire of the "runner vision" system. Faith is seemingly enclosed on a rooftop, surrounded by unscalable electric fences. The hint system points her to (!) the other side of the fence. The solution to this quandary is one of head-slapping simplicity, but I have yet to see a single person figure this out without spending five to ten minutes struggling with other solutions. The blame lies (apart from the obvious ineptitude of the level designers) with the broken "runner vision" system. It is more trouble than it is worth. There were at least two instances of objects turning red as Faith walked within one foot of them in this level, meaning she only received the hint once it was clear that she no longer needed it.

Upon reaching the half-finished building that is her destination (who knows why at this point), Faith is in for more hall crawling. The puzzles here are actually decent, except for one infuriating red herring that crops up shortly after entering the building. It is a narrow room that is about two stories tall. Faith is forced to drop into the bottom of it and, as she is doing so, three vertical pipes high up on the wall flicker red. To any player, this would suggest that these pipes are the key to exiting this apparent trap. A press of the circle (i.e. the hint) button, however, points Faith to a corner of the room. After close inspection (read: minutes of aimless attempts at scaling the walls), this corner has an extremely narrow opening that leads to the exit. This raises two concerns: 1) Why THE HELL did those pipes turn red? They bore no significance whatsoever. 2) Why make the exit a narrow slit in the wall? Were the developers so unsatisfied by their first attempt at artificially increasing the game's difficulty that they felt the need to make merely walking out of a room more complicated? Maybe they finally realized that it is a bit of a stretch to make every door in the city identical in appearance, so they chose to cut back on their usage of doors.

Who is up for quicktime events? Faith is! Another helping of obnoxious exposition and, suddenly, she is getting thrown off of a building by a man with poor dental hygiene. These first person cutscenes have always seemed a bit incongruous to begin with. There are already those contrived anime-style cutscenes that play between each level and Merc's incessant babbling over the radio to provide all of the lifeless dialogue one could ever want. Why do we need first person conversation, as well? I digress, however, because very little conversation takes place here. Faith is too busy repeatedly dying over another misdirecting flash of the color red. Having played this sequence countless times, I still have absolutely no idea when the button should be pressed, because hitting the it when the game says to invariably fails.

If, by some stroke of luck, one manages to rescue Faith from her cycle of death, she gets to escape by slipping past some guards who seem to prioritize taking their scripted positions over killing you. After a ride on top of an elevator (I know!) and another bizarre attempt at comedy involving a mentally handicapped janitor, Faith reaches the subways. Ah, the subways... I have to say: This game is memorable if only for its idiosyncrasies. The interior lighting here is, once again, worth noting. This is what Swedish subways must look like. In terms of gameplay, Faith begins this section with a take on Frogger for the HD era. Enemies are more likely to run into a train's path than land a shot on Faith in this segment, so she need not pay them any mind. It is all pleasant enough but, after a somewhat unintuitive puzzle involving fans, things begin to heat up.

Faith bursts onto a catwalk overlooking another train tunnel and Merc commands her to "take the train." It is a rare moment where the developers' wishes correspond perfectly with the player's. Rocketing through the mood-lit subway tunnels at fifty miles per hour is a thrill. It goes untainted by the inclusion of obstacles, too, because Faith seems to take a high speed metal bar to the face with nothing more than a grunt. After a harrowing transfer between stations, Faith's train stops dead and she is forced to run back up the tracks to a very well labeled exit, lest she become a small piece of meat in a large steel sandwich. It is an incredibly thrilling moment and it damn near makes up for the level's many deficiencies.

This feature will be continued in Part Two.

Monday, August 18, 2008

Fighting the Man, Barefisted

The internet tends to be rather excitable. For bloggers (myself not included, of course), rumor is often treated as fact and trailers receive such heavy scrutiny that, by the time the actual film or game releases, the hype has peaked long ago. I try to stay out of such ridiculous, speculative criticism, but sometimes it is impossible to resist. Sometimes this is a good thing. The "Watchmen" trailer that debuted before "The Dark Knight" drove me to go out and pick up the incredible graphic novel that spawned the upcoming film. Trailers can even have a deeper effect. It may just be me, but every once in a while, a trailer comes along and makes me think, "This is what I've been waiting for, and I didn't even know it."

Case in point: "Mirror's Edge."



Call me naive, but I still get excited when I see that trite "The Following Is All In-Game Footage" disclaimer. These days, pretty much every video game trailer touts this, for better or for worse. In this case, my excitement was justified. If this disclaimer had not been shown, I think that a lot of viewers would have assumed that this was some sort of experiment or an overly audacious proposition from the developers.

Why, do you ask, is it so hard to believe that this game does indeed exist? For a number of reasons -- each of which contribute to my excitement. First is the perspective: first person. For years, the first person perspective has been essentially confined to the genre of shooters. (I compare video games' first person shooters to TV's crime dramas -- there is certainly a great deal of potential in the genre, but that potential can never be realized when it is being crippled by a glut of generic fare.) "Mirror's Edge" looks as if it may put an end to the glut. The gameplay is striking. There are few guns, and most are wielded by enemies; most of the gameplay is platforming, not combat. One would think that many gamers would be skeptical, but the game has actually been received with excitement to match my own. It has long been thought that platforming would be impossible in a genre that only recently allowed players the freedom to jump. Here, we see that platforming is not only possible, but it can be both exciting and intuitive. But, this departure doesn't only change the gameplay.

Personally, I'm sick of the compulsive violence we see in most video games today. There is something deeply unsettling about a game that places a gun in your hand without having to answer for itself. You assume a person's identity and are given a certain degree of freedom, but you are ultimately only given one option: kill. Slowly, games are becoming more self conscious, and there have always been the few exceptions ("Metal Gear Solid" is the most notable), but "Mirror's Edge" seems more pronounced in its aversion toward violence. You seem at a distinct disadvantage, going up against heavily armored, shotgun wielding sentries with your bare hands. Yet, this is how the game is intended to be played.

What solidifies this idealistic approach to combat is my second point: the art design. I need not point out the gloom and doom that pervades video games today, just as I need not point out how startlingly unique "Mirror's Edge" looks. The bright, almost sterile city is matched with clean, commercial architecture. The music seems intent on uplifting the player, even with death's constant threat present. Even the sound of the rooftop air brushing past the player's ear seems to give a thrilling sense of freedom.

The city is apparently a bit too perfect, something that is subtly indicated by the presence of police and the uniform nature of the buildings. This is what really sets "Mirror's Edge" apart. Where the average game might consider a dead body its best tool for foreshadowing, details like these create a sense of danger in this game. With an atmosphere that is decidedly bright, hitting an occasional ominous note gives the game's tone an unusual amount of dimension. This is what, I think, made the game really capture peoples' attention when the trailer came out.



Finally, I must point out the makeup of Faith, the main character: she's a woman and she's Asian. It goes absolutely without question in the gaming industry that if you're going to make a video game, and you want to make a cent on it, your main character has to be white and male. There is the occasional exception for buxom, white females, but even that one is surprisingly rare when you think about it. I was thrilled to find that this game will finally have someone different on the front cover. Racism is everywhere in video games, perhaps more so than in any other major medium. This game, for once, is taking a step in the right direction.

We have a few months to go before "Mirror's Edge" hits shelves, but I doubt this particular game will suffer from hype burnout. EA has been brilliant in its marketing of the title. It realized that the title had gameplay and art design striking enough to speak for itself, and in making such a simple ad campaign, it has left room for more traditional, story-centric marketing in the months to come. Indeed, we know little about the plot for "Mirror's Edge," beyond its setting in a near-future dystopia and the kidnapping of Faith's sister. There is no doubt that gamers will be waiting restlessly for more.