Mirror’s Edge: Catalyst
Faith’s first outing includes no guns, but more fun
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