![]() ![]() Will turn you into an unrecognizable spatter on the pavement. Learn quickly (and often) that the slightest miscalculation in timing You have complete control over the fast-paced parkour, and – and it doesn't automatically handle the platforming like Assassin'sĬreed does. Every movement feels natural, and is incredibly easy to pull off Have to stop dead in your tracks to line up a jump or reposition theĬamera. As you fling from flagpole to drainage pipe and runĪlong a wall to a door you can put your shoulder through, you never once As a helicopter gives chase with a chain-gunĪblaze, you'll be racing at breakneck speeds across vertigo-inducing Show gamers (and game developers for that matter) that jumping from theįirst-person perspective can be just as easy and satisfying as pulling a "Enter Mirror's Edge, a game that pushes gunplay to the periphery to Moments in our gaming careers, it's making a simple jump. Greatest challenge, but as we've all learned through some frustrating Waging a one-man war against the Nazi army would be first-person's Often ends up being as comedic as a Benny Hill skit. One point to another? Watching a player try to leap across the rooftops Harsh conditions of war, look like fools whenever they try to jump from So why do these players, who are completing superhuman feats within the In my review of Mirror's Edge, I detailed the historic troubles tied to first-person traversal mechanics: "Players have become so proficient withįirst-person shooters that they can lob grenades with pinpoint precision,Īnd de-helmet an enemy on the run with a sniper shot from a mile away. Website How Long To Beat lists the campaign length at six hours.Įven though this game is somewhat repetitive in its gameplay and environments, it is still deserving of a "must play" endorsement, as it is unlike anything else out there, and shows that the first-person perspective can be tapped for high-speed platforming. The game can be completed easily in one sitting. If the rumored 2016 release date holds true, we have plenty of time to dust off our copies of Mirror's Edge, but you won't have to set aside much time to finish it up. At last year's Electronic Entertainment Expo, Electronic Arts updated Mirror's Edge's lifetime-to-date sales to over 2.5 million.Īt that show, Electronic Arts also revealed that free-runner Faith was coming back in a Mirror's Edge sequel. Despite garnering considerable buzz and positive reviews, the game didn't come close to hitting its sales forecast of three million – selling just one million copies as of February 2009. I thought Mirror's Edge would fall into the category of "loved by many, but likely never to return." The game released on November 12, 2008, and almost became a cult hit overnight. Games that fall outside this window are usually one and done, or destined to come back in a much different way years removed from the initial offering. A successful intellectual property usually lands a sequel within one to three years. ![]()
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