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Scouting out better paths usually involves painstaking, slow, detail-oriented trial-and-error that seems antithetical to the game’s whole keep-running-at-all-cost ethos.
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Absent those bright red markers, the first-person perspective and the confusingly cluttered surroundings combine to make free exploration a cumbersome process. The problem is that it’s usually much too difficult to figure out those alternate paths, or even to figure out where it’s safe to explore. Advertisementĭo you? Do you really understand his frustration? Really? Instead, you end up often following the bright red path marking a safe and rote path to your next objective. By showing you the precise path to take through the overcrowded, heavily detailed environments, Runner’s Vision dampens the desire to explore the open world. The open world design is in something of an open conflict with that thrilling Runner’s Vision ideal, though. There’s definitely plenty of stuff to do, even if most of the missions boil down to either “get to this point on the map as quickly as possible” or simply “get to this point on the map somehow.” That comes complete with hundreds of collectible doodads to stumble across and jerkily animated quest givers who stand awkwardly on rooftops all day waiting for you to give their lives meaning. Unlike the original Mirror’s Edge, which was more or less a straight conveyor belt pushing you along a tight and fast-paced story, Catalyst expands things to a much more open world. It’s when you’re not simply following that red line that the game begins to fray a bit at the edges. Following that red line quickly becomes second nature, giving a sense of effortless flow and seeming mastery that’s rare when traversing first-person environments. It’s subtle enough to not be annoying but clear enough to stand out among the game’s gleaming, techno-utopian environments.Īt its best, Catalyst’s version of Runner’s Vision gives you that same feeling of being a superpowered badass that can’t be stopped by walls, fences, or even towering changes of elevation. Sometimes, the game goes so far as to show an outline of a person doing the precise parkour move you need to move on.
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Mirror’s Edge Catalyst doubles down on this “Runner’s Vision” conceit, adding a paint-like red line that darts in front of your vision to show you exactly where to wall run, ledge grab, or spring jump. Combined with a set of fast, smooth parkour moves, protagonist Faith felt like an unstoppable super-powered force, cutting swiftly and precisely through dangerous environments mere mortals couldn’t tread. Objects highlighted in bright red against the game’s stark white backgrounds showed you precisely where you should plan to jump, grab, or slide safely without having to worry about what you can’t see beyond the horizon. Mirror’s Edge figured out this problem with a clever system of environmental cues that gave back some of the preternatural knowledge taken away by the perspective. In first person, by contrast, you often can’t see where you need to be until you’re already up in the air, getting ready to hopefully land somewhere safe. Usually, in 2D or 3D, a good third-person camera is needed to let the player see around corners, above and below ledges, past gaps, and even behind and to the side of the character in a way that allows for smooth planning of jumps and moves two or three steps ahead of time. Links: Origin | Official websiteThe first Mirror's Edge solved a seemingly unsolvable problem in gaming: effortless first-person running and jumping.
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Platform: Xbox One (reviewed), PS4, Windows