Pourquoi Mirror’s Edge est un jeu culte du catalogue d’EA à ne jamais oublier

Pourquoi Mirror's Edge est un jeu culte du catalogue d'EA à ne jamais oublier

game news Why Mirror’s Edge is a cult game in the EA catalog to never forget

Pristine skyscrapers, red doors and inaccessible alleys… Mirror’s Edge’s environments are recognizable from a thousand. Scatter their shots across a few hundred video game setups and you’ll still be able to pick them out of the crowd. And then there’s this unforgettable ease of movement, this relentless flow that the title sucks us into. Never has an experience marked me so much at this level.

A story of perspective

This article is an opinion piece, it is by nature subjective. The author’s opinion is personal and not representative of that of the rest of the JV staff.

Mirror’s Edge, developed by DICE, was part, along with Dead Space, of the new licenses supervised by the giant Electronic Arts with the aim of diversifying its portfolio of games. “There was a pressure within the studio to do something different… When we were still an independent company. We wanted to push a new IP“recalls Patrick Söderlund, former CEO of DICE (Polygon). The Swedish team dares to dare, its formula is not yet popular. The dystopian game is part of a current in the first person that relegates violence to the background. it departs from the chains already imposed by triple A and shines in three aspects: striking aesthetics, a very charismatic heroine and fantastic gameplay. For these three features that have never lost their superb fourteen years after its release, Mirror’s Edge is still my favorite game.

an unforgettable universe

I get it, Mirror’s Edge has never shone for its setting, but its universe is no less fantastic. The adventure begins in the skin of a young heroine who escapes from the police by clinging to the landing gear of a helicopter. Faith has an outrageous look and temperament. She plays a messenger with a fiery temperament illegally employed in a city conquered by securitization. Its function is to transmit sensitive packages across the roofs of the city. The shallows are so impenetrable that they become mystical, reaching them is always synonymous with death. On the roofs there is not a living soul, but the immersion there is amazing.

The game keeps us in its dizzying heights, immersed in a flawless blue sky. The heroine’s breath sounds with each sprint. Faith moves with disconcerting ease. It offers us a sense of freedom in which we almost forget ourselves; but his course must remain constant: the authorities are on his heels, attentive to the slightest fall. The fantastic music of Solar Fields accentuates the epic. And you might remember the theme song called Still Alive that ended our getaway in style.

Impeccable level design

I have never come across such well-executed pathfinding and level design, grounded in effective minimalism.. So, of course, Mirror’s Edge has its share of flaws: a narrative that never really takes hold, and the ability to wield firearms as a last resort when they came to break the flow of parkour. The DICE game will continue to be a critical, if not commercial, success. Martin Frain, director of marketing for DICE, estimated that his baby would sell at least 3 million copies, even thinking “that he had the potential to do even better than thatBut the hopes were in vain; some unofficial sources evoke sales of less than 150,000 copies worldwide in the first week of marketing. A year later, the title will painfully cross a million copies.

Why Mirror's Edge is a cult game in the EA catalog to never forget

However, Mirror’s Edge is an undeniable cult title. It was born at a time when the parkour craze was reaching its peak, fueled by the iconic licenses that are Unexplored Y assassin’s Creed. Restarting the game to write this post reminded me that her beauty hadn’t aged a bit and her aura was still as special as ever.. Lars Gustavsson, creative director at DICE, says he feels the need to pick up the controller and play around a bit, only to come back to it. Catalyst, the sequel, would surely have done better to return to this simple formula of well-designed levels instead of serving us its soulless free-roam. Mirror’s Edge doesn’t need an open world to give us a sense of freedom. We doubt we’ll see a third installment land in the next few years, even if the license was intended as a trilogy. But going back to basics would be (at least for me) a real blessing.

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