Mirror’s Edge came at a pivotal time in gaming history. The industry was leaping forward in ever greater strides with game budgets soaring and consumers ever more willing to shell out for the latest and greatest titles. However it was the time when the yearly game cycles began to take hold, the same titles regurgitated year after year and original IPs were few and far between. The Indie Renaissance was still some years away and so gamers were hungry for titles that were a break away from the norm. It wasn’t a breakout success however, generating good but not great reviews. Still the success it had led many to believe a sequel was inevitable but DICE was tight lipped on the franchise for a long time.
It wasn’t until 5 years later that we’d find out that Mirror’s Edge would be returning and it would still be another 3 after that before we’d be able to play it. Mirror’s Edge Catalyst was initially envisioned as a prequel title however it’s current incarnation sees it as a reboot of the franchise. It’s a much broader scope game, expanding on the free running concept by dramatically increasing the area you’re able to move about in and adding in some additional mechanics to keep it interesting along the way. Whilst rebooting the franchise at this point makes some sense, not many will go back to play an 8 year old game, it does lay waste to the narrative that many fell in love with.
Mirror’s Edge Catalyst retains that same stark white base and vivid colour scheme that was popularised by the original title. This is then amplified by the significant improvements in lighting and environmental effects that the current generation of consoles allows, highlighting the contrast even further. The environments are quite lacking in detail however with flat textures covering nearly every surface. It’s an aesthetic that does its best to get out of the way however it can be visually confusing at times (more on that a little later). Still there are many great screenshot worthy moments, some of which I’ve included here.
Catalyst retains the base characteristics that drew many of us to its predecessor: the free running through large, open environments with numerous obstacles in your way. Layered on top of this is the usual open-world smattering of side quests, collectables and hidden areas that can be unlocked for various bonuses and whatnot. There’s also a levelling system now, meaning some abilities are locked behind level gates and talent trees requiring you to do some additional work to unlock them. Gone for good though is the ability to use weapons something that was awkwardly implemented previously (some would say for good reason). At a structural level Mirror’s Edge Catalyst feels like a bolder, more ambitious version of what the original was but it’s difficult to say that a lot of these things are outright improvements.
The core mechanics are still solid so getting from point A to B, especially if you do it flawlessly, gives you that same exhilaration that its predecessor did. There were numerous times when I found myself gliding elegantly past all obstacles, enjoying the continuous momentum and slight wind noise in my ears. The additional mechanics open up the world a bit more, however since they’re gated to specific campaign missions it can be a bit of a let down to find out that you need them to get to a certain area. The much more open world does make it a bit more interesting, especially when you’re trying to run and hide, however the actual area you can explore is far smaller than the game would have you think. You can test this by simply trying to run in one direction and you’ll often find yourself hitting a wall in under a minute or two.
I don’t remember combat being particularly enjoyable in the original and Catalyst doesn’t do much to improve on the system. The addition of the focus meter, filled when you run and depleted as you get shot, encourage you to move around more than straight up fighting. However when it comes time to fight you’ll often find yourself with basically no where to go. So then you have to engage in the unfortunately awkward and repetitive combat, using specific moves to take down each of the different types of enemies. Until you unlock some of the higher finishing moves and extra damage bonuses this can take quite some time. In the original this tedium could be broken up a bit by snagging a weapon or two but without that option you’re unfortunately locked into the monotony of grapples, kicks and punches.
I’m sure open world fanatics will find a lot to love in the ample side missions and collectables that are strewn around Glass (the city in Catalyst) but for me they became an exercise in frustration. The time trails and courier missions can almost never be done in the first half dozen tries as any mistake costs you the valuable seconds you need to make it to the end. This means a 1 minute running mission will probably take you at least 10, especially if you don’t have all the upgrades that unlock the game’s various short cut routes. I’ll admit that some of this stems from my dislike of being shown things that I can’t get and having to go back to them later on, but I do feel like there’d be a better way to craft these kinds of missions to make them more attractive.
The stark colour scheme of the original Mirror’s Edge enabled the developers to use red as an indicator of where you should go. That’s still used in Catalyst, however the objects aren’t permanently red, they’re highlighted so by your “Runner’s Vision”. This works fine about 80% of the time however sometimes if you take a wrong turn, change your mind halfway climbing up something or even just randomly you’ll lose that highlighting completely. When you’re in the middle of escaping from something this usually means your death or it can mean many seconds of frustration as you rapidly click R3 to try and get it to come back. This is definitely one case where its predecessor did a far better job with visual cues and is my biggest gripe with Catalyst.
The story is very middle of the road, not terribly bad but so forgettable that 6 weeks on from playing it I’m struggling to come up with any memorable moments. Sure it provides the backdrop for some awesome things to happen (like the below screenshot) but it doesn’t do much more than that. I’m not pining for the previous story to make a return, there wasn’t much to write about home there either, however a stronger narrative could have made some of the more glaring issues fade into the background.
Mirror’s Edge Catalyst is a moderately successful reboot of the classic title, broadening the scope of the game significantly whilst keeping much of the core in tact. The same stark colour scheme which has since been used in numerous other titles returns successfully, draped in current generation flair. The open world vision might not be entirely to my liking but the extra space to free roam is a welcome addition. The parkour mechanics remain solid, however the progression and combat systems are questionable additions. The story does little to tie everything together but at least does nothing to break it apart. Overall Mirror’s Edge Catalyst is a good-but-not-great title, one that can be enjoyed and then lent out to other curious friends.
Rating: 7.5/10
Mirror’s Edge Catalyst is available on PC, Xbox One and PlayStation 4 right now for $89.99, $99.99 and $99.99 respectively. Game was played on the PlayStation 4 with 12 hours of total game time and 46% of the achievements unlocked.