From the initial euphoria is not (so) much left ...

From the initial euphoria is not (so) much left ...

Mirror's Edge (CD-ROM)

Customer Review

I have finally decided me to experiment "Mirror's Edge" and must say it is a surprising game, both in postitive and negative sense.

Graphics:
Despite the age of the game, it looks better than expected. I was very pleased how beautiful the city looks. The strong primary colors and the otherwise gleaming white fit great to the entire 'smooth' ambience.
On textures like bumps, wrinkles, voids, etc. one has yet not waived and they seem nice, even if they should not look at up close.
The style of the cutscenes goes well, but you would not have it quite so direct "cheap". A little animated pretty they may be. (Just for the finals to a better end an external view had offered and would, for example. Earned in slow motion.)

Sound:
Also fits perfectly with the game. The shot noise look massive, breathing, grasping, doors belching realistic, you can hear street noise and ambient noise, great.
The music always fits the event, but I would have liked to hear more from the theme song or the like.

Gameplay:
Wau and Ouch lying there very close (too close for me) beieinnander!

A curve running to the left, looking down to the left, then walk straight, sighting jump down, jump at the right time, quickly look upwards to the right and immediately to the left to continue to rotate again in the right direction, is too hectic and usually works unfortunately only in my head very nice (and after a lot of practice Real).

One has the right movement that is well in mind, this is but constantly interrupted by many small things. Exact date, precise angle, for example. is already the simple action zuzurutschen on an opponent and kick initially unnecessarily difficult because it is very easy verreißt while. A Wallrun followed by opponents occurs degenerates at all a matter of luck.
At the smallest wall projections get stuck. Also: on doorknobs, bolts, pipes, flat boards on the floor, on railings, brick, smallest unevenness on the wall. This prevents unnecessarily a brisk progress. Often you do not even know what one is being hampered.

Ever the physics seems to often disproportionately / unbalanced:
Faith jumps-even without a lot of start-up yards on roofs or on projections without dying, and then it turns out 2m height from a tube OD. Backbone and it is from.
Some jumps see unfeasible without start and succeed with no problems from the state od. Out even from the hanging position, and some see a running light of possible, but do not function.
They remain stuck between boxes that barely stand apart or falling through gaps through would not even one leg.

So either she's very thin or very thick, because at the same time it remains easily hang on the door frame, as it passes not sooooo exactly centered od slips. Side boards.
Often Faith does not stop projections on, although it rusheth directly, even frontal strikes (in pipes and containers, it is particularly risky because it happened to you, that you stand in front of it and 10x on rusheth without it clings.)

From the first-person view, it seems, the programmers could not decide, have found no absolute size.
And precisely this collision technical shortcomings are in a game, which is to react very precisely so anxious, very very annoying.

CONCLUSION:
Mirror's Edge is not write my opinion this fantastic game as some people, but from the Parcour Egoperspektive is a great experiment and it is pretty well succeeded. However, the game unfolds after the first playthrough and many other lessons to flow and speed rush that one 'namely feels and guessed at but very rarely achieved during the story mode.
But this is understandable because you only need to know the way and the surrounding area, which contrary to some warnings from other reviewers is not really difficult and no problem. Can be focused onto the target and also the "point of view" in the center of the screen by pressing a button (marked the line of sight) is really to recognize very well in every position.

If it misses, each jump suits, you're flying over the rooftops, properly rolls, finally on the narrow boards rages without once again sideways slipping, jumpt from wall to wall and palms over the fences, one gets really into a small thrill of speed with addictive potential ( "just one more turn, that's even better") and from the few minutes that so takes a course that is quick by 2 hours because you want it more fluid and hammer out faster. (This is, unfortunately, the fact that you have to wait after each restart of the level quite long, every time is about 20sec clearly too long, if you want to repeat it again and again after a short playing time / must!)

Nevertheless, always the (Un) remains before any action a little sense "Hopefully I've got it now properly hit" (and one wonders if it does not work even though it was previously seemingly 10x correctly) and one is always easier when you really an obstacle packed.

It's a bit like Wipeout HD on two legs.

In any case, one should be frustrated resistant and must in some places difficult to bite (especially if one wants to gamble with no use of weapons).

The combination of exaggerated precise and often random acting collision detection consumed just in the Time Trials / Speed ​​Runs hard on the nerves, since it also covered the unnecessarily long loading times significant.
Because all it takes is a small mistake on the route to throw the whole time (it is not just the fall time of approximately 5sec counted, but the reset point is, no matter how far back that a usable time is impossible.), One has a very often start course from the beginning.
Here one must viell. Not only a crash for the umpteenth time view (as I said 5sec), but can also every time more 20sec stare at the loading screen.

That may now viell. Sound ridiculous but after countless attempts, which often last only a very short, this waiting period is to a red cloth and you should now define a second joypad. Because the learning after some time guarantees fly! ;-) Addition to one or another screamer, the one lets go safely.

A practice mode would have been great to single jump elements combine learning with each other, rather than crashing the same point in the game at 30x, just to see how many centimeters you to jump od. Has what angle you must run towards an obstacle.
How many opponents you really turned off by Wallrun kick combination (I, after all, a ;-)) ?! To exercise such a thing during the game and to risk, firstly is not for it and secondly, there are hardly suitable for locations. But it is in the tutorial after all described all great and you have a great idea ;-)

It's really not as bad as Mirror's Edge as "ego-Runner" is implemented and that it works pretty well as far, but I would have expected a better playability.
An attempt is definitely worth it, but a good deal of nervous one should bring along.

Crashes without end Rank: 1/5
December 24
On S0 bus problems Rank: 3/5
August 9
Comply with the description 8 Rank: 4/5
September 23
Beautiful book 29 Rank: 5/5
April 11
Car Charger 2 1 Rank: 5/5
April 28

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