Mirror's Edge 2: What we want to see

Here's our list, but what do YOU want?

Earlier this week EA Games boss Frank Gibeau said that Mirror's Edge didn't meet expectations.

He admitted that although first-person parkour across buildings is fun "Mirror's Edge's' execution fell short."

We absolutely loved Mirror's Edge, we thought it was daring, unique, beautiful and - in its own way - a call on the FPS genre to step up with something fresh.

But we can see where Mr. Gibeau is coming from and we've got a pretty good idea of where Mirror's Edge needs to improve to capture a much wider audience, and just a few of our own personal requests as well.


We're pretty dogged when it comes to beating a game, and we like to think we're pretty good at taking it to most virtual challenges. But, frankly, Mirror's Edge was a bitch at times.

Of course it was hard at the start, the very idea of first person free running was somewhat alien so we expected a challenge. But just when we thought we were getting the hang of Mirror's Edge - even when we thought we'd mastered it late on in the game - it'd throw up a difficulty spike sharper than a sword that's been fitted with a diamond point and left in the freezer over night.

The most frustrating thing was that often the increase in difficulty didn't seem to come from anywhere other than the fact that Faith seemed to refuse to grab on to that damn red pipe!

At points Mirror's Edge became about dying and retrying until, for whatever reason, you made the jump.

We like the idea, we think the controls worked, but every now and then Mirror's Edge demanded a level of precision that was more frustrating than fun. Give us a chance DICE.

One of the biggest successes for Mirror's Edge, in our opinion, was the world it created. It was a tranquil, pristine paradise that hid a much darker, suppressed society.

Regardless of the socio-political implications, Mirror's Edge was so visually fresh and airy compared to what came before that we were sad to leave it in the end.
Having said that, because the world of Mirror's Edge was so sparse, to recreate a variation on it isn't enough. You could move all those buildings to new locations and turn them upside down for the sequel and it'd still look too much like the original.

In a way the dev team has made it difficult for itself, they've created a unique world that is very much part of the Mirror's Edge feel and brand, but one that isn't all that easy to build on either.


That's why we think we need a completely different city to roam. We think it'd have to have a completely different feel as well to stand apart from the original, but then we're torn because we really did love the atmosphere of Mirror's Edge.

We suppose, then, that the answer is to recreate the Mirror's Edge feel in an environment that has a completely different look. Can it be done? We're apprehensive to say the least.

If we put out the idea of an open world Mirror's Edge out there would you all scream in our faces?

Just hear us out for a minute. See, we're not even sure we want open world either. A lot of people have said that complete freedom in a game like Mirror's Edge would be too confusing. Maybe they're right, but then we'd point out Assassin's Creed where it works perfectly.

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