The epitome of artistic game design
. The combination of visuals, graphics, artistic feel and look of the game is just astonishing. The first game to do parkour and freerunning any real justice, ME shows you what’s it like to be that guy/or girl without having to leave your damn seat. DICE really nailed it but while as an idea it seems to work great, in practice a parkour game would be quite lacking in terms of content. And that is the main issue with the game: not enough content. Yes, there are speedruns to keep you playing and compete against other players worldwide but that does not really add any realistic level of playtime to the game. Most people won’t even bother.
If DICE had more time to tinker with the game, other notable examples to get ideas from (absolutely none at the time) or maybe more resources to work with, we could have possibly seen a much bigger game with a larger player base (that’s not to say that it was an experimental game, not at all). That perhaps explains why ME was not a major financial success, but still the most loved underrated game of all time.
Everyone wanted a sequel, even those that logged like no more than 10 minutes into the game thought it’s cool and deserves a sequel. We are getting the sequel and it looks very promising so far. In my opinion, all that DICE needs to do to make sure that ME2 is a huge financial success is add more content, keep the feel and look of the game and improve it further.
DICE’s work has always been inspiring and Mirror’s Edge is no different. The addition of combat and the constant feeling of “I have to keep running to evade the highly trained ninja monkey special forces that are after me for no apparent reason
(IHKREHTNMSFAMNAR)“ adds a sense of danger and foreboding to the game. It’s parkour as it should be.
Parkour is cool and everyone knows it. If you haven’t yet played the game, you owe it to yourself to do so.
Just don’t go and play it with the Oculus Rift, especially not if you’re afraid of heights. You have been warned….