

The crudely animated cut-scenes that crop up between action sections really need to go, as their flimsy presentation and the hammy lines of dialogue are totally at odds with the game's strengths and effective only at ruining the sense of immersion. The way it's presented, however, could use a lot of work. DICE's withholding of narrative detail fits in perfectly with the mystique weaved by the audio-visual components. Relative to how powerfully this world is presented the storyline doesn't match up, with minimal information given regarding the world's fiction which, strangely enough, works to the game's advantage. Sound, too, underscores this theme, with the pattering of footsteps and Faith's perpetual breathing punctuating a soundtrack of bubbling electronics, bolstering the sense of the otherworldly. Buildings are drenched in white, sometimes blindingly so, and oppressively bright color motifs applied elsewhere in the world make everything seem ordered, sterile, under control, and entirely at odds with the way Faith is able to cut freely across the rigid, rectangular, and seemingly unyielding environments. It grounds the game with a sense of realism that's contrasted against the often dreamlike quality of action and setting. In some first-person games you're just a floating gun, but in Mirror's Edge you'll frequently see Faith's hands as she grasps at ledges, legs as she curls into a somersault, and feet as she kicks through windows. Yet the jitters and distortions you'll see onscreen really enhance the sense of immersion here, something further strengthened by the way DICE includes Faith's limbs. You'll find the camera shakes around a lot, and those prone to motion sickness might very well have some issues playing through, particularly while performing quick-turn wall jumps. The first-person perspective is a little odd for a move set normally confined to third-person action games.
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Speeding unhindered while performing seemingly superhuman stunts does take a little practice, but it's also an easy enough system to use where pretty much anyone could understand it and enjoy it, thanks in part to the game highlighting helpful objects as you approach and a simple but versatile control setup. There's an undeniable joy to nailing an extended sequence of movements, like pulling off a rapid succession of Scout rifle headshots in Counter-Strike or hitting the entirety of a solo in Guitar Hero. Faith doesn't have a single pace, she accelerates as she continues forward, and inputting the proper jump or slide commands at the appropriate times keeps her going without losing too much speed. And run you will, in addition to pulling off a wealth of other tricks like wall-jumping, sliding, rolling, and vaulting through the air to dodge bullets, enemies, or reach certain areas in time. You play as Faith, a remarkably athletic runner caught in an ill-defined web of conspiracy and betrayal, and it seems your only way out is to run your ass off. There's a nebulous government attempting to squash the resistance networks of which you're a part.
