#104: Far Cry Primal: Back to Basics
#103: Firewatch: Looking For Interactive Storytelling
#102: Character Analysis #4: Neku Sakuraba (The World Ends With You)
Interactive Friction: Mirror's Edge: Episode 10: Shattered Glass
I’d say it’s a shame that the audio desynchronized, but this level sucks, so who cares?
It’s an experiment. And like all great gaming experiments, it succeeded in many areas and failed in others. Hopefully, DICE learned from the lessons this game taught when developing Catalyst. More free-running, less precision platforming and combat.
What better way to say goodbye to this game than to listen to that amazing theme?
Interactive Friction: Mirror's Edge: Episode 9: Falling Apart
For some reason, this episode’s footage came out in slow-motion. Not even Sam is sure why that is.
I’m also really glad that soundtrack is here for the tower climbing segment. Without that music, it would be really hard to think of good things to say about it. In a game about fast-paced parkour, we spend a level slowly climb up a tower in order to reach a Sniper perch.
Yeah…
At least Sam was able to partially clean up the audio in post.
Interactive Friction: Mirror's Edge: Episode 8: Fight Club
This is Sam’s least favorite level in the game. That’s partly because he had to record it far too many times, but also because it’s just poorly designed.
One thing you’ll notice in this level, more than any other, is that Sam was stopping and looking around frequently. Sometimes it was to look for which platform he had to get to. Sometimes it was to get his bearings or to redo a failed jump. However, every time is a damning statement on why this level sucks.
On top of that, you’ll also notice several times where after failing a jump, he had a redo a decent amount of climbing in order to get to a point where he could try again.
And then we get to a sniper battle and subsequent duels. I can’t fathom why they were in the game. They actively discourage movement by forcing you to stand behind cover to break line-of-sight. Because Celeste has trained her sights on you, this is actively worse than the subway section from earlier.
I just don’t understand. This game was so good at the start, and I wish I knew exactly what went wrong.
Interactive Friction: Mirror's Edge: Episode 7: Turning Point
Welcome to the start of the worst half of Mirror’s Edge:
Almost on queue, the footage desync while Sam is recording, meaning he had to record this awful segment several times. Even still, he ultimately could not get any footage where the audio and video were synced.
So if Sam sounds particular bitter about this second-half of Mirror’s Edge, now you know why.
Interactive Friction: Mirror's Edge: Episode 6: Drunken Dance Partner
Another day, another discussion on the decline of Mirror’s Edge.
I would like to have a conversation with the people who worked on this game just to know what happened as the development went on. It could be that pressure from on high forced them to include more stereotypically “shooty” segments. It could be that the game was rushed. It could be that they were trying to see what works and what doesn’t work given this core concept of free-running. It could be any combination of those three and/or something else entirely.
But we’ll probably never know that. And that bums me out.
Interactive Friction: Mirror's Edge: Episode 5: Tunnel Vision
In this episode, we take a moment to talk about Mirror’s Edge’s approach to platforming.
The subway section best emphasizes why Mirror’s Edge’s first-person platforming works, by taking away a lot of what makes it work.
When this game is at its best, precision isn’t a huge issue. It’s much more about looking around and quickly making a decision about which path to take. It’s not about timing, it’s about identifying and executing on an opportunity.
This subway section directly contrasts that. There’s no high-speed decision making going on. You’re not being directly chased by cops hot on your tail. It’s about waiting for something to go past so that you can get across to the next segment of the level.
I can’t really fault DICE for doing this, though. On the whole, Mirror’s Edge is and was an extremely experimental game. It’s doubtful that anyone would have even been able to figure this stuff out without first having Mirror’s Edge as a point of reference. For that reason, I can’t honestly be too mad about it.