Mir­ror’s Edge: Cat­a­lyst

Faith’s first out­ing in­cludes no guns, but more fun

XBox: The Official Magazine - - PREVIEW -

Com­bat feels faster and more fe­ro­cious – there’s a real mar­tial arts film vibe. Bluffer’s Guide

The most amaz­ing thing about play­ing the new Mir­ror’s Edge is quite sim­ply how sim­i­lar it feels to the orig­i­nal. The flu­id­ity of move­ment, the mo­ment-per­fect fin­ger gym­nas­tics needed to keep your park­our flow at top speed, the glo­ri­ous in­ter­play of bright white ar­chi­tec­ture cut through with red Run­ner lines. The en­tire prob­lem with the first game was that DICE got so much right, and then lay­ered in a cou­ple of el­e­ments that didn’t quite work. This pre­quel al­ready feels like it has stripped back those weaker el­e­ments, leav­ing that still-fresh feel­ing to bloom.

For a game that touted its free ex­pres­sion of move­ment and a broad­ness of ap­proach to its lev­els, Mir­ror’s Edge was pretty one-way. Cat­a­lyst’s open world im­me­di­ately feels like an im­prove­ment. Even while play­ing set chal­lenges – take down a squadron of se­cu­rity guards, or race to a spe­cific point – the game’s hand­ing off con­trol to you. It cre­ates a world where ev­ery sin­gle edge and sur­face is in­ter­ac­tive and could be use­ful to you in some way.

Run­ner lines are now a sug­ges­tion of how to pro­ceed, not an op­ti­mum path. In a hands-off demo show­ing one of the game’s main mis­sions – climb­ing the floors of an out-of-hours of­fice block to steal cor­po­rate data – the game’s de­sign­ers show us how there are far more in­ven­tive ways to ap­proach ob­jec­tives than sim­ply fol­low­ing

With guns for­bid­den, Faith’s forced to get up-close and per­sonal//

EA Dice Xbox One

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