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| writer = [[Rhianna Pratchett]]<ref>{{cite web |url=http://kotaku.com/5023710/this-is-your-mirrors-edge-writer |title=This is Your Mirror's Edge Writer |accessdate=2008-07-28 |work=[[Kotaku]] |date=2008-07-08 }}</ref> |
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Revision as of 09:18, 19 January 2010
Mirror's Edge | |
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Developer(s) | EA Digital Illusions CE |
Publisher(s) | Electronic Arts |
Producer(s) | Owen O'Brien |
Writer(s) | Rhianna Pratchett[5] |
Composer(s) | Magnus Birgersson |
Engine | Unreal Engine 3[6] PhysX (hardware supported by nVIDIA GPUs only, acceleration and additional effects are exclusive to the Windows version)[7] |
Platform(s) | Microsoft Windows, PlayStation 3, Xbox 360 |
Release | PS3 & Xbox 360 Microsoft Windows |
Genre(s) | First Person, Action-Adventure |
Mode(s) | Single-player |
Mirror's Edge is a single-player first person action-adventure video game developed by EA Digital Illusions CE (DICE) and published by Electronic Arts. The game was announced on July 10, 2007, and was released for the PlayStation 3 and Xbox 360 in November 2008. A Windows version was released on January 16, 2009[9], and an iPhone game is currently in development with a January release date. Mirror's Edge is powered by the Unreal Engine 3 with the addition of a new lighting solution, developed by Illuminate Labs in association with DICE.[6]
The game has a realistic, brightly coloured style and differs from most other first-person perspective video games in allowing for a wider range of actions—such as sliding under barriers, tumbling, wall-running, and shimmying across ledges—and greater freedom of movement, in having no heads-up display, and in allowing the legs, arms, and torso of the character to be visible on-screen.[10] Mirror's Edge is set in a society where communication is heavily monitored by a totalitarian regime, and so a network of runners, including the main character, Faith, are used to transmit messages while evading government surveillance.[11] In the style of a three-dimensional platform game, the player guides Faith over rooftops, across walls, and through ventilation shafts, negotiating obstacles in parkour fashion.
Mirror's Edge has received mostly positive reviews, with the PC version garnering a Metacritic aggregated score of 81%.[12] The game's uniqueness and its expansive environments have received praise, while criticism has centred around its weakness of plot, and short length. A soundtrack featuring remixes of the final credits song "Still Alive" by Swedish singer Lisa Miskovsky (unrelated to the song of the same name featured in 2007 game Portal) was also released. In a 2009 interview with Videogamer.com, EA Games Europe senior vice president Patrick Söderlund confirmed that a sequel to Mirror's Edge is in production.[13]
Gameplay
Mirror's Edge aims to "convey [...] strain and physical contact with the environment", according to senior producer Owen O'Brien, and to instill a freedom of movement not yet seen in the first-person genre.[11][14] This is achieved not only with the exercise of parkour, but also by tying camera movement more closely with character movement, such as the increase in rate at which the camera bobs up and down as Faith's speed builds up while running, or the camera spinning when she rolls.[15][16] Also, the character's arms, legs, and even torso at times are prominent and their visibility is used to convey movement and momentum, such that Faith's arms pump and the length of her steps increase with her gait, and her legs cycle and arms flail during long jumps.[10][15]
With such a heavy focus on movement, the character's momentum becomes an asset, which is maintained through fluidity of physical actions, creating a chain of moves.[17] Failing to string these moves together results in a loss of momentum, which can mean that Faith falls off or short of an object if a certain level of momentum is required to traverse it.[18] Controls are simplified by being context-sensitive; the "up" button will cause Faith to traverse an obstacle by passing over it—for example, by jumping, vaulting, climbing, or grabbing set pieces like zip lines—while the "down" button will cause her to perform other manoeuvres like slides or rolls, or simply crouch.[18][19] In order to assist the player in creating these chains of moves, the game employs a system called "Runner Vision", which derives its name from its purpose: to depict the environment the way a runner would see it, instantly recognizing paths and escape routes. Runner Vision highlights and thereby emphasizes environmental pieces useful for progression—like pipes, ramps, and enterable doors—with the colour red as Faith approaches, though it does not always indicate the best route.[18] Further along in the game, the number of these visual hints is reduced to only indicate the end goal, though the player can opt to turn off this hint system entirely.[17] It is also used to create puzzles in which the player must figure out how to combine the highlighted set pieces into a chain of moves in order to reach the target.[18] Another means of assistance to the player is a system called "Reaction Time", a form of bullet time activated by the player, slowing down time and allowing the player to plan and time their next move without losing momentum or tactical advantage.[19]
Although the player character can hold weapons, O'Brien stressed that "this is an action adventure. We're not positioning this as a shooter - the focus isn't on the gun, it's on the person." Gameplay in Mirror's Edge will focus on finding the best route through the game's environments while combat takes a secondary role. In fact, on the E3 'Gameplay Walkthrough' O'Brien says that going through the game without shooting a single enemy unlocks an achievement,[11] "Test of Faith".[20] Consequently, guns may be obtained by disarming an enemy, but when the magazine is empty, it will need to be discarded.[17] Additionally, carrying a weapon slows Faith down and the heavier the gun, the more it hinders her movement, which introduces an element of strategy in determining when to trade agility for short-term firepower.[11][18]
Along with the campaign mode, Mirror's Edge features a time attack mode, where the player must try to complete one of a set of special maps in the shortest amount of time possible. Best times can be uploaded to online leaderboards, where players can also download ghosts of other players to compete against.[21][22] The maps are unlocked by playing through the campaign mode. According to producer Tom Ferrer, the time trial portions of Mirror's Edge are "bite-sized and short so you can grind them and play them and get faster and faster. It's not like playing an entire level."[23]
Synopsis
Mirror's Edge takes place in a modern, utopian city, where a totalitarian regime has taken over following the events of the "November riots", which took place eighteen years earlier. In Faith's own words, the city was once "dirty and dangerous, but alive and wonderful."[24] The government implemented a policy of invasive surveillance, tracking all forms of electronic communication in order to reduce crime to nearly nonexistent levels, and quell any challenge to its power.[25] An upcoming mayoral election seeks to retain Mayor Callaghan in power to keep the government's control on the city, though a new favoured candidate Robert Pope promises to bring change.
Plot
Prior to the events of Mirror's Edge, the city police and "runners" kept their distance from each other. In the opening chapter, police open fire on Faith upon sighting her, a break from their usual behaviour. However she is able to complete her mission successfully in spite of this, handing off a courier bag to Celeste, a fellow runner, and then losing the police.
Faith returns to her mentor Merc's lair, which is hidden inside a hollowed-out air conditioning unit. Faith monitors the police frequencies chatter and hears her sister Kate radio in with her intent to pay a visit to mayoral candidate Robert Pope. Seconds later, a separate report indicates shots are being fired at Pope's office. Faith rushes to the building to find that Kate has been framed for the murder, and refuses to run as it would implicate her further. Kate tells Faith to investigate the truth and to report anything she finds to her superior, Lieutenant Miller. Before fleeing the scene, Faith finds a piece of paper from Pope's diary, missing from the scene, with the name "Icarus" on it.
Without any other leads, Faith seeks out Jacknife, a former runner who Faith suspects may know something about the murder. Upon catching him, Jacknife suggests that Pope's head of security, a former wrestler named Ropeburn, may be connected with the murder.
Faith tracks down Ropeburn and overhears him planning a meeting with someone. She then decides to meet with Lt. Miller and enlist his help, after which she crashes Ropeburn's meeting and discovers he was meeting with Miller. She soon realizes Miller is not colluding with him, once Ropeburn ambushes her and accuses her of being sent by Miller to kill him. Faith gains the upper hand, hangs him over a rooftop, and interrogates him. Unfortunately she is only able to get the time and place of a meeting at a mall under construction before Ropeburn is killed by an unknown assassin.
Faith sees the assassin again at the New Eden mall and gives chase, before she is ambushed by police in a trap and barely escapes.
Acting on a hunch, she investigates a private security firm that is beginning to supplement the city's police force and that had links to Ropeburn, and discovers that the firm is training its security forces in parkour to effectively fight the runners, under the name "Project Icarus".
She also picks up the assassin's trail and boards a ship with Ropeburn's name to catch him, discovering the assassin is Celeste, who joined Project Icarus out of the fear that it would mean the end of the runners, making collusion the only way for her to remain safe. After the police interrupt and distract Faith, Celeste slips away.
Meanwhile, Kate has been convicted of Pope's murder, and Merc arranges a spot where Faith can ambush the convoy that is taking her to prison. Faith is able to successfully free Kate, telling her to flee to Merc's lair while she lures the police away. After avoiding her chasers, Faith returns to the lair to find it has been attacked, Kate has been recaptured and Merc is near death. Before he dies, Merc is able to tell Faith that Kate has been taken to the Shard, the city's largest skyscraper that is home to the mayor's office as well as the city's centralized surveillance computers.
After some unexpected help from Lt. Miller, who has now decided to lay everything on the line to help Kate and Faith, Faith is able to make her way to the server rooms. Faith's communications line to Miller goes silent after gunshots are heard, but she is able to destroy the surveillance servers, unlocking access to the roof. There, she finds that Kate is being held at gunpoint by Jacknife, almost ready to leave in a helicopter.
Jacknife confirms what Faith suspected: Project Icarus is a plan created by Mayor Callaghan to eliminate all the runners in the city and to stop their uncontrolled flow of information. Without the messengers, the runners' clients would be easy pickings for the police force.
Unlike Celeste, who took part in it only to stay alive, Jacknife was involved in it all along as a driving force. Jacknife attempts to escape with Kate in the waiting helicopter, but Faith is able to jump on and knock Jacknife off, and he falls to his death, stray bullets from his machine gun damaging the helicopter.
The helicopter starts pitching and spinning violently and Kate falls out, barely grabbing the edge of the rooptop. Faith jumps out right before the pilot loses complete control and crashes into the Shard, and she is able to grab Kate right before she falls. They both stand up on the roof, embrace, and look out to the horizon. The camera zooms out and the credits roll.
Over the end credits music, a news bulletin is announced. Because of Faith's actions, runners are now seen as a more serious threat, making it likely Project Icarus will continue. Kate and Faith are both still wanted for Pope's murder and other various crimes. The surveillance servers are intentionally described as "security" servers and citizens are advised to use electronic communication sparingly until they can be made "secure" again.
Characters
The main protagonist of Mirror's Edge is Faith Connors, a 24-year-old girl of Eurasian[26] ethnicity, who has a distinctive design around her right eye, imitated by the game's logo. Faith earns her living as a "Runner", a courier who carries physical communiques around the city, her services retained by revolutionary groups who avoid communicating via highly-monitored telephone and e-mail channels.[11][27] Faith's attitude towards the totalitarian government is rooted in her past; her parents were active in protest movements when she was young, campaigning to keep the city from shifting to the oppressive regime. Her mother was killed during the November riots—a peaceful protest gone wrong—and Faith ran away from home when she was 16, living a thief's life on the city streets. Faith became a Runner after meeting Mercury (or Merc), a former Runner who now trains new hires, sources jobs for them, and provides them with intelligence and radio support while on the job.[28] While Faith found respite in the independence her Runner living provided, her twin sister and polar opposite, Kate Connors, became an officer with the City Police Force to help preserve the order she believes to be beneficial. Kate's and Faith's ideologies have kept them apart, but they maintain affection and respect for each other. Another of Merc's Runners and a close friend of Faith's, Celeste, plays an important role in the Mirror's Edge story.
Development
Despite continuing to develop games for its successful Battlefield franchise, DICE wanted to diversify away from it to a "fresh, interesting, and interactive" game that had not been seen before in Electronic Arts' portfolio, according to DICE's creative director, Ben Cousins.[29] In June 2007 it was revealed that DICE was working on a game called Mirror's Edge that was mistakenly described as a first-person shooter, which was being planned with the intention to "shake up the genre".[30] 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.[19] At the Sony PlayStation Day in London on May 6, 2008, the first video featuring entirely in-game footage was revealed and released.[31]
The game uses Epic's Unreal Engine 3 rather than DICE's own Frostbite Engine because the development of Mirror's Edge began before Frostbite's development was complete. Beast, a new lighting system developed by Illuminate Labs in association with DICE, was added to the Unreal Engine in order to accentuate the different art style of Mirror's Edge and allow for the reflection of colours as well as light.[6][32]
In order to address the issue of simulation sickness that is associated with the free movement of the camera in first-person view, a small reticle was placed in the centre of the screen, though this is not apparent from the first video released because it was removed from the in-game footage shown. The reticle serves as an aiming point and as a focal point to prevent the player from experiencing dizziness, working in a similar fashion to the dance technique called spotting. Other than this reticle, no HUD exists in the game (and the reticle may be removed by choice of the player).[25][33] EA has confirmed that both the PS3 and 360 versions of the game will receive downloadable content in early 2009.[34]
Release
The demo for Mirror's Edge, consisting of the game's prologue chapter, was released via the PlayStation Store on October 30, 2008,[35] followed by the Xbox LIVE Marketplace on October 31. On November 6, 2008 it was announced that the PlayStation 3 and Xbox 360 versions of the game had achieved gold status, and were ready to be shipped to retailers.[citation needed] On January 16, 2009 a Microsoft Windows version was released as well.[9] 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[36], unless bought from Steam.
Marketing campaign
Buyers who pre-ordered Mirror's Edge at Game Crazy 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 included in GameStop preorders as well, along with a yellow "Runner Bag" resembling the messenger bags used in the game.[37] Preorders from UK retailer GAME included a Mirror's Edge-edition Fenchurch t-shirt.[38] The game could also be bought through the Electronic Arts website, where a package deal with a red Timbuk2 messenger bag was available for $130. The bag featured the game's logo on the outside, while the inside featured a portrait of Faith.[39] During Comic-Con 2008, DICE announced it would create a limited-run comic book adaptation of the game together with DC Comics division WildStorm.[40] The comic is drawn by Matthew Dow Smith and written by Rhianna Pratchett.[41]
Soundtrack
On October 7, 2008, EA announced the release of a remix album featuring the Mirror's Edge theme song "Still Alive" by Swedish musician Lisa Miskovsky along with five remixes of the song by Benny Benassi, Junkie XL, Paul van Dyk, Teddybears and Armand Van Helden. "Still Alive" is also the name of the closing credits song of 2007 game Portal; the two tracks are unrelated.[42] The album, titled Still Alive – the Remixes, was released on November 11, 2008.[43] On May 19, 2009, the Mirror's Edge Original Videogame Score, with music composed by Swedish electronic musician Magnus Birgersson, was released in online-only form.[44][45]
Expansions and sequels
In conjunction with Electronic Arts, independent developer Borne Games created a side-scrolling browser game interpretation of Mirror's Edge titled Mirror's Edge 2D. The game is similar to and uses the modified engine of Borne's popular game Fancy Pants Adventures.[46] A one-level beta was released on November 11, 2008, with an expanded three-level beta released on February 24, 2009. The developer's site states that "the full Mirror’s Edge 2D has been released, but we’re still in beta."[47]
Downloadable content
On December 4, 2008, EA announced the creation of seven all-new time trial maps for Mirror's Edge, slated for release in January 2009. 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.”[citation needed] In January 2009, the release date was specified as January 29.[48] 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.[49] The pack was priced at $10, or 800 Microsoft points.[48] Later on, the Time Trial Map Pack was made free on the PlayStation store, and remains free. An eighth map is available exclusively for the PlayStation 3 version of the game.[citation needed] The DLC does not work with the Steam version of the game.
Mobile game
On December 2nd, 2009, EA announced a mobile version of Mirrors Edge to be released in January 2010, for the iPhone and iPod Touch. It will be a side scrolling game with 3D graphics, and is said to have 14 levels and dynamic camera angles.[50]
Sequel
In October 2008, the game's senior producer, Owen O'Brien, suggested that EA plans to turn the game into a trilogy by saying, "the story we're telling at the moment is kind of a trilogy, a three-story arc."[51] In a June 2009 interview with Videogamer.com, EA Games Europe senior vice president Patrick Söderlund confirmed that a sequel to Mirror's Edge is in production.[13]
Reception
Aggregator | Score |
---|---|
Metacritic | 81% (PC) 79% (Xbox/PS3)[12] |
Publication | Score |
---|---|
1Up.com | A-[52] |
Computer and Video Games | 9/10[53] |
Edge | 5/10 |
Electronic Gaming Monthly | A-, B+, B[54] |
Eurogamer | 8/10[55] |
Game Informer | 8/10 |
GameSpot | 7/10 (Xbox 360)[58] |
IGN | 8.3/10 (PC)[56] 7.4/10 (PS3)[57] |
Official Xbox Magazine (US) | 9.5/10 |
Play | 10/10[59] |
Mirror's Edge has received mostly positive reviews, with the game holding an 81% for the PC and 78% for the PlayStation 3 and Xbox 360 at aggregator Metacritic. Electronic Arts reported that over one million copies of the game had been sold as of February 2009.[60]
Official Xbox Magazine gave the game 9.5/10, praising its "brilliant sense of motion and gameplay". Play (U.S.) awarded it 10/10,[59] while Gametrailers.com gave it 8.3/10.[28] Computer and Video Games was also on the whole positive, giving it 9/10, and calling it "A brilliant and unique experience, even if the small shooting parts aren't quite up to scratch."[53] Eurogamer rated it 8/10, praising the game's ambition and general game-play, but admitted the game would not have an appeal to everyone, saying "this is going to divide audiences down the middle. It's an ambitious game, but it manages to match its achievements with irritations at every turn; it's bold and forward-thinking, yet stilted and old-fashioned. Some will be able to overlook the gaping flaws, but others will never appreciate its moments of brilliance, and both positions are justifiable... "[61] IGN UK 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."[57] X-Play gave it a 4/5, but criticized the game for its short length. Gamespot gave the game an overall score of 7 out of 10, praising the immersive gameplay environments, but criticizing the inconsistency of gameplay speed.[58]
Edge gave the game 5/10, stating that the levels felt contrived and that there was no true freedom through the levels, merely multiple preordained paths.[62] Many reviews criticised certain elements such as the "cramped" feel of some the levels,[63][64][65] the short length,[66] the poor storyline and animated cutscenes,[63][56][65] and the 'trial and error' nature of the play.[23][64][67][68]
Mirror's Edge is at the centre of EA's conflict with EDGE Games, a California-based development studio.[69][70] 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, to which Tim Langdell, president of EDGE responded by accusing EA of engaging EDGE in settlement talks as a "play for time", and claiming true legal ownership of the phrase "Mirror's Edge" among other variations of "Edge".[71]
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{{cite web}}
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{{cite web}}
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{{cite web}}
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(help) - ^ Comic-con 2008: E.A. and D.C. create Mirror’s Edge comic book
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- ^ Charny, Ben (2009-9-29). "EA Gets Aggressive In 'Edge' Trademark Spat With Game Maker". NASDAQ.
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(help) - ^ Bramwell, Tom (2009-9-30). "EA takes up Edge trademark fight". Gamesindustry.biz.
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(help) - ^ Chalk, Andy (September 30, 2009). "Tim Langdell Responds to EA Trademark Petition". The Escapist.