Can Mirror's Edge Catalyst fix problems from the original?After spending several hours in the beginning of Mirror's Edge Catalyst, GameSpot's Rob Crossley considers whether the game has learned any lessons from the original game's shortcomings.
[MUSIC] The first mirror's edge was a painfully flow the game. But during those fleeting moments where everything worked as intended, there was nothing quite like it. You gain [UNKNOWN] for evoking a sense of blissful freedom. It was almost as they could feel the wind sail through you as you bashed, and bolted, and clambered across the street parking, air vents, and water pipes It's these memories that make me so encouraged at the game you're looking at now, Mirror's Edge Catalyst, EA's long awaited reboot at this distinct first person parkour adventure. Because here, that zen like feeling of empowerment and momentum, that sense that you are the master of your element Is very much still alive. But all the flaws that came with the first game? They appear to be gone. I'm so sorry. Chief among the omissions is the firearms. Halfway through the first Mirror's Edge The game just sort of gave up being what it wanted to be, and it handed you a lame automatic pistol. However, it notes when you [INAUDIBLE] will you enact your second amendment rights. Overcoming foes is achieved with melee attacks driven by momentum. The faster and further you run, the harder you will hit. Mixing melee attacks with jumps and dashes and slides would be the order of the day but you have to keep moving. If you find yourself dueling with someone from the static standing position the fight will likely be awkward, graceless, and deliberately tedious. [MUSIC] Moves that cast is demands you move as fast as possible In fact, if you build up enough speed and momentum, eventually, you'll enter a state where you automatically dodge bullets. The on-screen hints of where to go next, meanwhile, come by dashes of red paint that speed off into the distance. It's almost as if the game is telling you to keep up with it's direction. Catalyst has also adopted an open world mission structure. Much like in Grand Theft Auto games you encounter people across the city of glass and find out what missions they have for you. Some are main characters who present key objectives that drive the narrative forward. Other are random people scattered across the rooftops. You know, just hanging out, who also offer various side quests. For a game that hinges so much on exploration, it's a no brainer that Dice opens up the world. The main missions stick to the basics. One moment you'll be breaking into a building and hacking into a computer terminal, the next you'll be fleeing from armed helicopters in pursuit. The side quests tend to ask you to deliver a package on route to certain points in the map within a certain time frame. The tight time constraints placed on you demand flawless free running and make such challenges exhilarating. On top of this is a new feature that allows you to create your own time trials for other players to complete You place markers and checkpoints across the city and upload that route online. On paper it seems like a bullet point addition. A way for Dice to shoe horn in an online feature. In practice, it's utterly absorbing. Stripping the game down to the fundamental joy of fighting against the clock, by running as efficiently and creatively as possible. I suppose that shouldn't be a surprise. Free running, after all, has always been the fundamental joy of this series. For every annoyance that Catalyst appears to have removed, it's so encouraging to see that [UNKNOWN] completely understand What I love about the original, [UNKNOWN] is due to ship on may 24 on ps4, Xbox one and pc. You can head to game stop right now for an in-depth preview with a full break down of the games new features. [MUSIC]