EA: Mirror’s Edge’s ‘execution fell short’

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The execution of DICE’s ambitious Mirror’s Edge “fell short,” EA Games president Frank Gibeau has told Develop.

“What I learned from Mirror’s Edge is that you have to execute, you have to spend more time on a game to ensure it’s polished, and you need to have the depth and persistence of an online game,” said Gibeau.

“First-person parkour across buildings is fun, but to be blunt, Mirror’s Edge’s execution fell short.

“There were issues with the learning curve, the difficulty, the narrative, and then there was no multiplayer either. The key learning from us was that if you’re going to be bold with that kind of concept, you need to take it as far as it can go in development.”

Another game which Gibeau says didn’t quite meet EA’s expectations was Dead Space.

“Dead Space was different,” he said. “It made money for us, but didn’t hit expectations. We felt like we had an IP that struck a chord, and one that hit quality, but again it missed multiplayer modes. So when we re-worked Dead Space, we looked at how to make it a better idea, how do we make the story more engrossing, how do we build Isaac as a character, how do we make this game a success online.”

Despite missing the mark with Mirror’s Edge, the game does appear to have a future at EA.

“But one thing I will say is that we won’t give up on those IPs. A new idea obviously has a lot of risk attached to it, but if you get it all right it can be huge,” Gibeau concluded.

Gibeau’s comments about sticking with new IPs is good news for fans of Mirror’s Edge. It’s not the first time EA has suggested the IP has a future.

Back in June 2009 EA’s Patrick Soderlund told VideoGamer.com: “You will see another Mirror’s Edge for sure. It’s just a matter of when that time is and what we do with it. We have a small team on it and I’m excited about what we do.”

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Mirror’s Edge

  • Platform(s): iOS, PC, PlayStation 3, Xbox 360
  • Genre(s): Action, First Person, Shooter