#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.
Interactive Friction: Mirror's Edge: Episode 4: Mattress Crates
In this episode, we beat up a former wrestler and jump off a crane.
This is still a decent level, but it’s not hard to notice that it’s not quite as good as the first few levels in the game. As Mirror’s Edge goes on, the overall quality of each level, in terms of their design, starts to noticeably drop.
Despite that, we’re still on the top good side of the curve in this portion of the game. It doesn’t get really bad until another 2-3 missions from this point. Once they begin to introduce more and more precision platforming and combat, the game deteriorates.
Yet still, even when this game starts to suck, it is so unique that I can’t help but to recommend it.
Interactive Friction: Mirror's Edge: Episode 3: Job Description
In this episode, we get down and dirty in the cleanest, most pristine sewers on Earth.
It feels weird to criticize this game for anything involving its story content. I say that mostly because it clearly wasn’t a major focus of the game. It’s not accident that the cutscenes are all less than 5 minutes. Like I said in the episode, it’s a well-documented fact that Rhianna Pratchett was hired after all the levels in the game were made.
There’s also the fact that this game was made in the late 2000s, back when storytelling in games was just starting to be a thing that people began taking seriously. It was probably assumed that Mirror’s Edge didn’t need much of a story, so long as the game played well enough.
In that way, I can’t blame it for being a product of its time. While indeed unique among its contemporaries, even today, it still has signs of being developed in the era where “Call of Duty” was a phrase that wasn’t nearly as divisive.
That said, I would have loved it if the game did a bit more to tell players about the world and the people in it.