Mirror's Edge Preview
Her goal, in this instance, is a simple one - get a package to another runner, called Celeste, who's at a bright red communication tower you can see in the distance. This is a routine mission Lars tells me. This is what Faith does. Get the package to the target without the cops catching her, and keep to the rooftops.
What's not simple are some of Mirror's Edge's advanced techniques - the kind that hardcore gamers are guaranteed to spend hours mastering in order to exploit alternative routes through the game's levels and eek out the fastest completion times ala Mario Kart. One, the 180 degree turn, is a simple press of R1. By double tapping L1 Faith will quickly jump twice if the environment allows (there's no double jumping here). And, in perhaps the most unrealistic action in the game, you can press Square to slow down time. This reaction time ability is intended to allow players to line up difficult jumps easily, and is not to be used all of the time. Indeed, the reaction time ability can only be used when the targeting reticule - in place to provide a motion sickness preventing point of reference ("like ballerinas" Lars explains) is blue. Once used it turns white and you have to wait for it to recharge again.
I soon see a chance to combine these advanced techniques. There is an obvious path up to a raised platform, which then provides an easy jump to another rooftop. But there's a less obvious path, one that's a lot more tricky. It involves multiple wall jumps - L1, R1 to 180, then L1, R1 then a final L1 to jump to the other rooftop. This kind of multiple wall jump is easy in third-person action games. Hell, we've been doing this kind of thing for years. But in first-person? In first-person it's a completely different kettle of fish.
I try it, and fluff it. I try again, and fluff again. After the third botched attempt I decide to take the obvious route. But the experience is etched into my mind. Once I get some proper hands on with preview code, that jump is mine. "There's endless possibilities with the same toolbox," says Lars. "That's why we don't unlock Faith version 2. We unlock you. You grow with the game."
Now, on to a zip line - simply jump and Faith will grab on, L2 to drop off - and a red balance beam. By keeping the left thumb stick steadily forward Faith will walk along with all the confidence of a 13 year old from the Chinese State Circus. On the PS3 version, the one we're playing, you'll even be able to use the controller to keep your balance. Once finished, it's on to a big jump, right off a small red ramp towards red pipes running along the side of a horrendously tall building. The idea isn't to reach the rooftop, but to reach the pipes and climb up.
I take a run up and just before we reach the red ramp press the Square button to slow down time, keeping the targeting reticule slightly down, under Lars' advice, for more control. Then I jump, falling through the air. Time speeds up. It looks like I'm going to hit the pipe plum, but for some weird reason Faith doesn't grab on. Instead she plummets to her death. "I'm beginning to think that's buggy," says Lars. "Plus we're going to extend that radius. It's code in progress."
It's hard to express exactly how Mirror's Edge feels to play. It would be easy to say think of Prince of Persia, a game Lars admits was an inspiration, in first-person. Or even Tomb Raider with less cleavage. But that doesn't do it justice. Let's just say jumping from rooftop to rooftop, seamlessly transitioning from jump to roll to slide without slowing down, without reducing momentum, feels like a summer breeze blowing through your hair during sports day at school.
There have been plenty of reservations expressed online to match the glowing enthusiasm. The red guides are one. Will they make the game too easy by "babysitting" the player - showing the player the safe way to go? "Why red?," says Lars. "We needed one colour and we wanted a clear vibrant colour to guide you. Some people have said is it baby sitting? If I just follow this will I be safe? You can, but it's not the fastest route. It's more in the beginning, it's going to be less and less as you go on. You can turn it off if you don't like it. You can even turn off the little dot. You can play totally without it. We have a guidance button (Circle), if you're totally lost you can look at your objective. It will tell you the general direction."



User Comments
Mulac
wyp100
I asked, but they're keeping quiet on how many levels/how long the game will take to finish. I'm told they're still finalising the story as it's being written, so things will be cut and readjusted before release.
Apart from going back and doing the time trials, they haven't talked about anything else that will add replayability. But you can bet they will have something new to talk about soon.
Mulac
Are we allowed to know how long it will last? Or what kind of replay value it will have? apart from the time trials that is.
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