In een stad waar informatie van levensbelang is vervoeren snelle koeriers, 'runners', gevoelige informatie uit het zicht van nieuwsgierige ogen. In dit schijnbare utopische paradijs is een misdaad gepleegd, je zus krijgt de schuld en jij wordt achtervolgd.
Erg positief (13,326 recensies) - 90% van de 13,326 gebruikersrecensies voor deze game is positief.
Releasedatum: 13 jan 2009

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Mirror's Edge™ kopen


Over dit spel

In een stad waar informatie van levensbelang is vervoeren snelle koeriers, 'runners', gevoelige informatie uit het zicht van nieuwsgierige ogen. In dit schijnbare utopische paradijs is een misdaad gepleegd, je zus krijgt de schuld en jij wordt achtervolgd. Je bent Faith, een runner, en dit innovatieve first-person-actieavontuur is jouw verhaal.
In Mirror's Edge™ sta je in de schoenen van deze unieke heldin die de stad doorkruist op angstaanjagende hoogtes met intense gevechten en snelle achtervolgingen. Door een baanbrekend gevoel van beweging en perspectief wordt je letterlijk in Faiths wereld getrokken. Een zeer intimiderende, gevaarlijke wereld.
Leven of sterven? Vliegen of vallen? Eén ding is zeker: in deze stad leer je te rennen. De makers van de baanbrekende Battlefield-serie hebben een actie- en avontuurervaring als geen ander gemaakt.
  • Beweeg: combineer een groot arsenaal van wall-jumps, sprongen en meer, met vloeiende acrobatische bewegingen waarmee je elke omgeving tot je voordeel kan gebruiken.
  • Doe mee: in first-person voel je elke ademhaling, elke botsing en elke val. Van hoogtes krijg je hoogtevrees, de bewegingen voelen natuurlijk en de botsingen en kogelinslagen roepen echte angst en adrenaline op.
  • Daag jezelf uit: vechten of vluchten. Je snelheid en beweegbaarheid zorgen er niet alleen voor dat je gewaagde ontsnappingen kan uitvoeren, maar ook nietsvermoedende vijanden kan ontwapenen en uitschakelen. Achtervolgingen, puzzels, strategie en intense gevechten worden gecombineerd.
  • Bevrijd jezelf: met runnervision kan je de stad zien zoals zij dat doen - je ziet de stroom. Daken worden paden en buizen worden ontsnappingsroutes. De stroom houdt je aan het je aan het rennen - het houdt je in leven.


    • Supported OS: Microsoft Windows® XP SP2 or Vista
    • Processor: 3.0 GHz or faster
    • Memory: 1 GB RAM or more
    • Graphics: DirectX® 9.0c compatible video card, Shader Model 3.0 required. Video card must have 256 MB, NVIDIA GeForce 6800 or better
    • Hard Drive: 8 GB free space
    • Sound: DirectX® 9.0c compatible sound card
Nuttige klantrecensies
462 van de 486 mensen (95%) vonden deze recensie nuttig
316 mensen vonden deze recensie grappig
2.5 uur in totaal
Geplaatst: 23 december 2015
I liked that part when I didn't have to use Origin...
Was deze recensie nuttig? Ja Nee Grappig
292 van de 340 mensen (86%) vonden deze recensie nuttig
466 mensen vonden deze recensie grappig
1.2 uur in totaal
Geplaatst: 15 december 2015
There's no mirrors. 9/10
Was deze recensie nuttig? Ja Nee Grappig
104 van de 111 mensen (94%) vonden deze recensie nuttig
11 mensen vonden deze recensie grappig
11.9 uur in totaal
Geplaatst: 10 december 2015
A truly remarklable game. Really, it's not often you find a game like this. Beautiful graphics, a good plot, and a truly unique gameplay. I'd recommend buying this game.
Was deze recensie nuttig? Ja Nee Grappig
81 van de 83 mensen (98%) vonden deze recensie nuttig
2 mensen vonden deze recensie grappig
29.1 uur in totaal
Geplaatst: 5 december 2015
Beautiful work of art, cleanly inspiring us for the better. Now I do wish to say more about this game, I played it years ago on my neighbors xbox 360 but now I am looking forward to Catalyst! It reminds me of hitman which is funny. So the point I wish to bring up now is about the settings, I have a GTX 980 Ti (Very high graphics card) But I had problems running this game, at certain points. This is entirely because of PhysX. There are two files which are in the game when you install here on Steam, and if you remove them then the problem is fixed, because this game came out half a decade ago, those files are outdated, and removing them will allow proper updated ones that you already should have to take their place, the files you need to find are called: PhysXCore.dll & PhysXDevice.dll. To find them go to Where Steam is on your computer, usually under program files x86, then steamapps, common, mirrors edge of course, then the first file maybe, called binaries, just find and delete those two I mentioned before hand and you should be completley done if you are up to date otherwise. Now this works as of now for me, maybe it will not in the future but I think it is worth doing this right now to try to help others. I found this fix on a fourm here: posted in 2010 apparently. It is 2015 now. Hope that helps you enjoy.
Was deze recensie nuttig? Ja Nee Grappig
38 van de 40 mensen (95%) vonden deze recensie nuttig
5 mensen vonden deze recensie grappig
4.7 uur in totaal
Geplaatst: 6 april
Mirror’s Edge consistently feels like the point of impact for two diverging strains of game design.

There is, first, the game Mirror’s Edge would propose itself to be, a first-person parkour escapade through a city overrun by corporate interest. It’s a crunchy, mechanics focused affair sold on the adrenaline rush that is leaping off a rooftop and hitting the ground in an effortlessly smooth, lifesaving roll. Where games such as Assassin’s Creed and Prince of Persia employ parkour as a flashy means to a navigational end, Mirror’s Edge obsesses over the act of putting one foot in front of the other; a roll here, a leap there, each action a purposeful and considered exertion meant to carry you forward as fast as possible with as little surface friction as can be managed.

The precision Mirror’s Edge demands of you in controlling your character’s body is at once overwhelming and exhilarating. I routinely felt as if the game demanded more of me than its simple over/under controls allowed for, but then I would flawlessly string together a series of moves and everything would snap into place. There is a delicate balance struck between contextual automation and player driven navigation in how you traverse the industrial playgrounds that make up Mirror’s Edge’s levels, and more often than not the choice to keep the actual controls simple pays off and helps make for a game that feels both smooth and tactile.

Problems arise though when Mirror’s Edge’s level designs fail to match the intuitive nature of its controls. There is a distinct visual vocabulary at work in Mirror’s Edge that seeks to clue you in on what can and can’t be climbed, jumped, and run on, familiar objects and situations giving way to habitual movements that streamline the planning phase and keep you moving. But despite what attempts Mirror’s Edge makes to help teach you how to read levels, by and large they remain entirely opaque. I might recognize a piece of geometry, but rarely did that translate into me knowing how to actually use it to move forward, and again and again I would find myself having to slow down and deconstruct a level before I could move forward.

This stop-and-go workaround is certainly functional, but it goes entirely against the way Mirror’s Edge seems designed to be, and how it wants you to play. For a game built with speed and flow as top priorities, Mirror’s Edge does a poor job ensuring you ever make it through a level without needing to first memorize its layout and the sequence of moves needed to successfully navigate it. It’s not impossible to get good at Mirror’s Edge and capitalize on its promises, but doing so requires such an investment of time and energy spent beating yourself against its inscrutable exterior, that it hardly feels worth it. I never expected to reach speedrun level proficiency without putting in the effort, but Mirror’s Edge fails to accommodate for players who fall anywhere outside the hyper dedicated and skilled, without feeling as if that exclusion is an intentional choice. I don’t believe developer DICE wanted Mirror’s Edge to be as hard and frustrating as it ultimately became, but perhaps that is just what happens to games that move as fast and are as demanding as this.

But I feel as if most of Mirror’s Edge’s failings are less the result of design oversights than they are the splintering of priorities. I said earlier that Mirror’s Edge feels like two strains of game design, and that second side comes into play in all the ways Mirror’s Edge either fails to flesh out the parts one would believe to be most important, or the things it chooses to include for no discernible reason. The much maligned combat is likely the biggest offender in this regard. You are rarely forced to engage with enemies, but not doing can often make the game more challenging than it is worth. Often I ran into situations where I would die dozens of times without making it through, only to reluctantly pick up a gun and be out in a matter of moments.

The reason combat is so annoying then is the same reason much of the game becomes a frustrating slog the further you progress: it keeps slowing you down. There is also the added fact that combat, while technically functional, is horrifically clunky and unsatisfying, with kicks and punches being by far the least controlled actions you perform in the game, and the gunplay feeling loose and awkward (which is especially strange given DICE’s shooter roots). It all feels like a last second inclusion, as if someone high up at EA saw the game running and became worried that no one would buy a game without combat. One can only speculate as to the various hierarchies at play in Mirror’s Edge’s development, but that doesn’t change how wholly alien the combat feels to the rest of the game, and its inclusion means that at some point development time was being allocated to it over the rest of the game (the end result being the game we received).

That isn’t to say that if DICE had opted-out of combat they would have been able to fix all of Mirror’s Edge’s problems, but when so much of the game feels rushed it seems hard to imagine that time couldn’t have been better spent elsewhere. The campaign itself is brief even by shooter standards at anywhere from 4-6 hours, and is made to feel more insubstantial due to being married to a narrative that is structurally akin to a show billed for 24 episodes that got cut down to 12. There is a framework here setting up a fascinating near future, where the control of information is paramount, and the only way to get messages relayed outside the government’s prying eyes is to use runners who carry them by hand. Our lead, Faith, is a quintessential sentimental rebel, enacting what eventually becomes an outright war between the city higher-ups and the runners in order to rescue her sister after being framed for a crime.

There is a lot to work with in Mirror’s Edge’s setting and premise, but events are strung together with so little continuity and character development that the result is something of a mess. Much of Mirror’s Edge’s plot seems to hint at a history that is never explained, with character relationships never getting much attention even as they switch sides at the drop of a hat without any legitimate justification. Eventually things boil down to a blur of small-scale politics with big ramifications, plot holes that make for easy conclusions, and an overarching storyline that by the end seems to have gone nowhere despite everything that unfolds. I am a sucker for Marxist dystopia and would have loved to learn more about Faith’s world and how she fits into it. It is incredibly rare we get a female lead in games, which makes it perhaps more frustrating than it would otherwise be that Mirror’s Edge does nothing much to develop Faith as a person. I appreciate her being here and DICE avoiding most of the pitfalls that developers fall into in creating female characters, but that only serves to illustrate just how dire things are in games even so many years after Mirror’s Edge’s release, that even being a lousy character in her own right Faith still constitutes one of the better leading ladies in a major release.

Mirror’s Edge is an experience that few games have come anywhere near replicating. Its blend of high-contrast visuals and a visceral sense of movement and impact can be incredibly exhilarating once you learn how to make use of what you’re given. However compelling a concept Mirror’s Edge might be though, its execution is so flawed as to make playing it often far less enjoyable than the idea of doing so. With a sequel on the horizon it will be interesting to see if DICE learned anything from Mirror’s Edge relative failure, but until then it exists more as a curiosity than a classic.

You can read more of my writing on Kritiqal.
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