﻿<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Killspeak &#187; platformer</title>
	<atom:link href="http://killspeak.lucasrizoli.com/tag/platformer/feed/" rel="self" type="application/rss+xml" />
	<link>http://killspeak.lucasrizoli.com</link>
	<description></description>
	<lastBuildDate>Sun, 05 Dec 2010 21:22:55 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
		<item>
		<title>On Mirror&#8217;s Edge</title>
		<link>http://killspeak.lucasrizoli.com/2009/03/29/on-mirrors-edge/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/03/29/on-mirrors-edge/#comments</comments>
		<pubDate>Sun, 29 Mar 2009 07:44:57 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Criticism]]></category>
		<category><![CDATA[first-person games]]></category>
		<category><![CDATA[mirror's edge]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=86</guid>
		<description><![CDATA[Mirror&#8217;s Edge, which I played through recently, provided me a patchy experience. It was sometimes thrilling, sometimes aggravating. In ways, Mirror&#8217;s Edge is its own worst enemy. The most common actions of the game, running, climbing, and jumping, were great. The experience of free running through a modern city was sensational, in both senses of [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/03/mirrors-edge.jpg" alt="Faith reaches out during a difficult jump between rooftops" title="Screenshot of “Mirror’s Edge”" width="420" height="190" class="size-full wp-image-100" /></p>
<p><a href="http://www.mirrorsedge.com/"><cite>Mirror&#8217;s Edge</cite></a>, which I played through recently, provided me a patchy experience. It was sometimes thrilling, sometimes aggravating. In ways, <cite>Mirror&#8217;s Edge</cite> is its own worst enemy.</p>
<p>The most common actions of the game, running, climbing, and jumping, were great. The experience of free running through a modern city was sensational, <a href="http://dictionary.reference.com/search?q=sensational" title="Dictionary.com: Definition of &#8216;sensational&#8217;">in both senses of the word</a>. I felt a rush when I managed to escape a dozen armed guards by running through an office building, vaulting over desks, then leaping out of a window onto another building&#8217;s roof.</p>
<p>There was a fluidity about doing these things, as if I were really pulling off something acrobatic. The lack of explicit health and speed meters and the presence of my character&#8217;s body&#8212;my hands would grab ledges, my fingers would push against walls, and when I looked down, I could see my feet, all while my character panted and gasped from exerting herself&#8212;reinforced my feeling of being in those places, of being a physical actor in that world.</p>
<p><span id="more-86"></span></p>
<p>When I carried out some clever combination of jumping and climbing to reach a distant catwalk, I felt as if I&#8217;d accomplished something. Sure, I was only pressing buttons on a gamepad, I was only following the paths created and allowed by the designers<sup class='footnote'><a href='#fn-86-1' id='fnref-86-1'>1</a></sup>, but it was exciting, rewarding. In those moments, <cite>Mirror&#8217;s Edge</cite> was excellent.</p>
<h3>Falling flat</h3>
<p>In those moments, it was excellent&#8212;but not throughout. For each amazing run there were a half-dozen difficult obstacles or gaps that would bring the game to a sudden halt. For each puzzle there would be a frustrating fight sequence that required several playthroughs to memorize, optimize, and then, with luck, overcome. Flow turned to frustration as I was shot or plummeted to my death over and over and over again.</p>
<p>I know I&#8217;m not the best game player in the world (<em>probably</em> fourth- or fifth-best), so I expected to die a few times. Trouble was, I often didn&#8217;t feel responsible for my deaths. The obstacles, be they large gaps or police, appeared out of nowhere and took many attempts to get past. It felt unfair<sup class='footnote'><a href='#fn-86-2' id='fnref-86-2'>2</a></sup> and sudden. I had been running along well until I had to stop and fight through a dozen SWAT troops awkwardly, or have them shoot me to bits while I searched for that one way out. It was as if the designers were stuffing in infuriating play to break apart the thrill of parkour&#8212;exactly what is most enjoyable and original.</p>
<h3>Story problems</h3>
<p>I saw similarly harsh shifts in the way the game&#8217;s story was told. Some story sequences occurred in the game world and were told to me in the game, from my first-person perspective. These were okay. The majority, however, were presented in animated sequences that looked different from the world I was running through. The first-person, 3D, textured game world in which I could act would become a third-person, 2D, flat cartoon story world where I could do nothing but watch. The plot was divorced from game in perspective, presentation, and style, and these differences underscored just how irrelevant the story was to what I was doing in the game.</p>
<p>Faith, the character I played as, would visit places and interact with characters in the cutscenes that I never would truly interact with in the game. It was as if the storytellers were working on another game, parallel to the one I was playing, sometimes pulling me out of my body and making me watch the <a href="http://en.wikipedia.org/wiki/Esurance" title="Wikipedia: Esurance">Erin eSurance</a> commercials they&#8217;d made.</p>
<p>What confuses me further is that the game&#8217;s designers created this contrast purposefully. In an interview for Gamasutra, the game&#8217;s producer said,</p>
<blockquote cite="http://www.gamasutra.com/view/feature/3843/the_philosophy_of_faith_a_.php"><p>We think it&#8217;s really cool the way you get glimpses of Faith in the game world: You see her in reflections, you see her in shadow, and I think that gives a really nice feel to the game. Obviously, in the storytelling we do, you see Faith, but we actually show her in a different way, so it&#8217;s 2D, more cartoon animation.</p></blockquote>
<p>If glimpsing the character in the world gives the player a &#8220;nice feel,&#8221; why change that when telling the story?</p>
<blockquote cite="http://www.gamasutra.com/view/feature/3843/the_philosophy_of_faith_a_.php"><p>We wanted people to take notice; we wanted people to look at the story, and understand the story, because that&#8217;s very important to us. We feel that you have a much stronger experience if you understand why, as you progress, and things change, and there are twists and turns.</p></blockquote>
<p>It&#8217;s odd that they would want to point out how apart the story and game are. Rather than have it occur in the world of the player, as a consequence of the player&#8217;s actions, they set apart to be looked at and considered on its own. In my experience, the story did not motivate or reward me, it just filled the gaps in time and setting between levels.</p>
<h3>An empty world</h3>
<p>Though <cite>Mirror&#8217;s Edge</cite> communicated the sense of running across rooftops in a big city, I felt that the universe (characters, factions, history) in which it is set was not well established. The buildings are realized beautifully, but the city is not: there are almost no pedestrians and cars. The police are present on screen, but there&#8217;s no sense of the malicious surveillance and evil government that is to be behind them. I was told that times were rough, the the city had changed, but I spent the game running on shiny white rooftops or swinging from chrome flagpoles in a chic mall: it didn&#8217;t look so bad to me, just a little empty. Characters were introduced and suddenly of critical importance or killed off. Faith was supposed to be a member of a covert group of messengers, but I was only told who they were and what I did for them, I never did it myself&#8212;not that it mattered, as I was trying to clear the name of my sister, not save the city. (I ended up doing both!)</p>
<p>I think the game could&#8217;ve done with halving its cast, simplifying its plot, and <em>showing</em> (not merely telling) me who I was and why the city was so bad. A few early missions in which I would have had to have acted as a rebel messenger (perhaps take messages to political prisoners, or move a rebel&#8217;s supply of medicine of supplies from one cache to another) would likely have helped establish Faith, her world, and her cause. The game sped past this sort of tone-setting, motivational stuff, as if it assumed I was already aware of (and on board with) what my character did and why. In the game, I was a Person of Great Consequence without earning it, before I had a chance to understand how that was different from being Faith, parkour messenger.<sup class='footnote'><a href='#fn-86-3' id='fnref-86-3'>3</a></sup> I was chased out of tutorial by gun-toting policemen, with only the narrator in my ear to explain why I thought it worth risking my life to go save some guy called Robert Pope.</p>
<h3>Mirror-world <cite>Thief</cite></h3>
<p>I enjoyed <cite>Mirror&#8217;s Edge</cite> nonetheless because of the quality of the free running, wall climbing, and leaping shone through the frustration and story. Which brings me to Looking Glass&#8217;s <a href="http://thief.wikia.com/wiki/Thief:_The_Dark_Project" title="Thief Wikia: Thief: The Dark Project"><cite>Thief: The Dark Project</cite></a>.</p>
<p><cite>Mirror&#8217;s Edge</cite> and <cite>Thief</cite> have a lot in common. They are both played from a first-person perspective, both are unusual in that they (arguably) don&#8217;t require the player to fight&#8212;they discourage the player from entering combat by make it difficult and close. Both take place, for the most part, in cities populated with few civilians, but many armed, semi-competent guards. Both convey the bulk of their narrative through animated, stylized cutscenes that come between missions. Lastly, <cite>Mirror&#8217;s Edge</cite> and <cite>Thief</cite> alike in that, despite identifying many shortcomings, despite being angered by the game for creating situations in which I failed again and again and again, I liked both games. I stopped playing out of frustration several times, I didn&#8217;t care much about the characters, but I genuinely enjoyed hiding from guards in <cite>Thief</cite> and jumping from rooftop to rooftop in <cite>Mirror&#8217;s Edge</cite>. Their mechanics&#8212;the verbs players use to describe their actions in the game&#8212;are what redeemed them<sup class='footnote'><a href='#fn-86-4' id='fnref-86-4'>4</a></sup>.</p>
<p>The nature of these mechanics (slow sneaking in <cite>Thief</cite>, speedy acrobatics in <cite>Mirror&#8217;s Edge</cite>), and the contexts in which players carry them out (<cite>Thief</cite>&#8216;s dark, early industrial, somewhat medieval setting; the sunny, modern, near-future city in <cite>Mirror&#8217;s Edge</cite>) are almost entirely contrary, but, in essence, the games are alike: they both make it fun to get from point A to point B, without fighting (too much), by taking advantage of the environment and the player character&#8217;s skills.</p>
<p>So it is that I feel, <a href="http://www.rockpapershotgun.com/2009/01/20/wot-i-think-mirrors-edge/" title="Rock, Paper, Shotgun: Wot I Think: Mirror&#8217;s Edge">as do</a> <a href="http://www.idlethumbs.net/forums/showthread.php?t=6370" title="Idle Thumbs: Put On the Top Ghost">many</a> <a href="http://the-inbetween.com/2008/12/21/mirrors-edge-post-completion/" title="The Inbetween: Mirror&#8217;s Edge, Post-Completion">others</a>, that the designers could improve <cite>Mirror&#8217;s Edge</cite> by admitting that the game is an exciting platformer and encourage players to run, climb, and jump over stuff, instead of hampering them with awkward combat or forcing things into a complicated and irrelevant story.</p>
<p><cite>Thief: The Dark Project</cite> came under similar criticism for having players fight through zombie-filled catacombs rather than stick to sneaking. Its developers understood this, and, in the sequel, <a href="http://thief.wikia.com/wiki/Thief_II:_The_Metal_Age" title="Thief Wikia: Thief 2: The Metal Age"><cite>Thief II: The Metal Age</cite></a>, created a world challenged the player to do what made <cite>Thief</cite> unique and exciting: break in, sneak around, and steal stuff.</p>
<p>Likewise, the developers of <cite>Mirror&#8217;s Edge</cite> are now selling <a href="http://www.youtube.com/watch?v=Jo2NAQ7-DFc" title="YouTube: Mirror&#8217;s Edge DLC Trailer">a set of environments</a> designed to the strengths of the game.<sup class='footnote'><a href='#fn-86-5' id='fnref-86-5'>5</a></sup> This makes me think that I would play through a sequel to <cite>Mirror&#8217;s Edge</cite>. The core of <cite>Mirror&#8217;s Edge</cite> is great, its faults are remediable, and its creators seem to know what they are.</p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-86-1'>I watched my friend play through the game after I had played through it. I noticed that he looked around differently, and saw him take paths and shortcuts I simply hadn&#8217;t seen. It&#8217;s linear, but there are a few alternate routes to take. <span class='footnotereverse'><a href='#fnref-86-1'>&#8617;</a></span></li>
<li id='fn-86-2'>There is one particular puzzle in the game that was especially nasty. At one point, I had to squeeze past some sort of furnace, but it was not very clear that this was the only way out of that area. I then had to climb up a ladder into a foggy or smoky area&#8212;wait, not smoke, but steam! Instant death. There was a valve to shut off that steam in the last area. It was hard to find and did not provide a sight line to the steam. The whole puzzle made sense in the end, I was able to get past it and didn&#8217;t lose too much time on it, but it wasn&#8217;t fair. With some better level design (setting up that steam is deadly before using it in a puzzle, making the steam hazard and the valve clearer, allowing the consequences of my action to be visible as soon as I do it&#8230;) I may have felt responsible for not figuring it out. As it was, I felt that I had died because the level designer wasn&#8217;t thorough enough (or worse, because s/he wanted me to die, at least the first time.) <span class='footnotereverse'><a href='#fnref-86-2'>&#8617;</a></span></li>
<li id='fn-86-3'>Think of <cite>Half-Life</cite> (released in 1998). In the beginning, the game takes its time to show you Black Mesa, to allow you, as Gordon Freeman, to live as just another scientist and explore the world. You then have to act like a scientist, suiting up, doing the unsafe grunt work the other scientists aren&#8217;t keen on&#8212;and only when <em>you</em> screw it up do you become important. <cite>Half-Life</cite> softened you up for the later chaos and excitement by establishing the day-to-day before putting a gun in your hands and siccing the monsters on you. (It also played with players&#8217; expectations: games until then, such as <cite>Quake</cite>, would start you off with a pea shooter a few metres behind a baddie, not as some third-rate nerd taking the train to work.) <span class='footnotereverse'><a href='#fnref-86-3'>&#8617;</a></span></li>
<li id='fn-86-4'>I expect that these mechanics have come to identify these games. They&#8217;re almost unique in allowing players to do what they do from the first-person perspective. Sure, <cite>Half-Life</cite> had first-person platforming before <cite>Mirror&#8217;s Edge</cite> did, and <cite>Metal Gear</cite> had stealth before <cite>Thief</cite>, but <cite>Thief</cite> is <em>the</em> stealth game as <cite>Mirror&#8217;s Edge</cite> is&#8212;or may be&#8212;<em>the</em> first-person platforming game. <span class='footnotereverse'><a href='#fnref-86-4'>&#8617;</a></span></li>
<li id='fn-86-5'>These environments, unfortunately, have done away with the city setting&#8212;as well as the fantasy of being a hotshot acrobat messenger&#8212;for an abstract, islands-in-space look. <span class='footnotereverse'><a href='#fnref-86-5'>&#8617;</a></span></li>
</ol>
</div>
<img src="http://killspeak.lucasrizoli.com/wordpress/?ak_action=api_record_view&id=86&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://killspeak.lucasrizoli.com/2009/03/29/on-mirrors-edge/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
<!-- WP Super Cache is installed but broken. The path to wp-cache-phase1.php in wp-content/advanced-cache.php must be fixed! -->
