I see this not as a purely negative aspect but as a contribution to the authenticity of the game. Theoretically, you could have gestallten the environment increasingly bulky with progressive chapters. As this would have impeded the flow of the game, one has refrained.
The flow of the game is nowhere else so stressed as in Mirror's Edge. While other games own "flow" have, so you can tell here the huge difference between a smooth running and a sequence with errors. As soon as one is even thrown out of his concept, pop off a little too early in front of a subject or too little speed has to slip under her something, you remain relentlessly hang.
DICE has given this a lot of effort and invests at least for this part of the series a lot.
The Unreal3 Engine fit here excellently and the stochastic calculation of global illumination in conjunction with the sytetischen textures conjures up this amazing sterile look at the screen. It fits everything together and even here there is all of a piece.
This picture is supported by a bombastic soundscape. The sound architect in Mirror's Edge done the best job of all. Only when the boxes are on and a decent system behind it, you should play the game. There are completely new sounds that can be used either in third-rate documentaries (Türquitschen), nor in other games series finds. From the type of sounds, this is probably even not at all portable alone. Even the theme music fits more than just very good for the game.
Swabs are available for the PS3 version due to lack of motion blur when accelerating and the lack of Abstrahleffektes. These are available in the PC version and see brachial good ..