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    Mirror's Edge Catalyst

    Game » consists of 6 releases. Released Jun 07, 2016

    A reboot of the previously singleton franchise, this game features Faith using parkour in an open-world.

    perfidioussinn's Mirror's Edge Catalyst (PlayStation 4) review

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    Running Down A Dream

    When I finished the first Mirror's Edge, I hoped for a sequel that would polish the game's rough edges into a spectacular game. After finishing Mirror's Edge Catalyst, I'm hoping the developers get a shot at Mirror's Edge 3 to finally get it right.

    Catalyst improves on many of the issues with Mirror's Edge 1, but adds enough new problems to nearly cancel out the improvements. On the positive side, the free-running feels much better than the first game. Falling to your death is rarely a fluke on the game's part, it is all on you. It feels great to wall-run, roll and hit 25 mph on foot in this game, even better than it did in the first. There's even new free-running techniques to mess around with, which adds more paths to the game if you are leveling up diligently.

    Combat is smartly designed this time, rewarding you for keeping up your speed and using hit-and-run tactics. It's much more natural than the first game, and I loved watching guards awkwardly grab each other as you use them as human projectiles.

    The game's open world is questionable, however. It's nice to have a playground to practice free-running skills and pick up missions in, but that only lasts while you're in the first large area of the game.

    This "open world" isn't so open, feeling more like it's sectioned into about 4 large areas. The first area is easy to traverse and small enough that picking up sidequests won't send you too far off the path. But the following areas are not so well designed. Sidequests send you far from your next mission, to the point where I would avoid them if I wasn't in the right Mission Zone.

    I got so bored of the "transition" areas that I would either pick up another quest that would hopefully send me closer to the next mission, or just fast travel back.

    There is typically only 1 way to commute to another large open-world area, and this way so barren and monotonous it might as well have been a loading screen.

    So there's actually 4 open worlds in Mirror's Edge Catalyst that are barely attached. Act 1 is in World 1, Act 2 is in World 2 and so on. The world needs to be linked together better.

    See that map screen? You'll be here a lot to click Fast Travel spots.
    See that map screen? You'll be here a lot to click Fast Travel spots.

    I never felt an urge to do the sidequests aside from leveling up. There's little variety between them, as all of them are basically timed races with some minor variations (don't get seen, don't take too much damage). They're fine but not really compelling content.

    My favorite were Plastic's "metagrid" missions that were small platforming challenges, making you grab some floating globes before a timer runs out. They actually require a fair amount of strategy, as the timer only starts when you grab the first globe. It forces you to plan your own route before starting, and these quests always feel rewarding to finish.

    If you want to unlock more fast travel spots to shorten the monotonous running between mission markers, you'll have to do gridNode missions. These are platforming challenges where you must reach the top of an indoor tower. They're visually confusing and I never found them enjoyable.

    The upgrade tree can be mostly ignored, which makes me wonder why it was included in the first place. You start the game with a chunk of the upgrade trees already unlocked, and the only upgrades I found necessary were the ones that granted new free-running options. "Bonus combat damage" and "extra health" are made irrelevant by the Switch Place option, which allows you to instantly stun most enemies and make combat easy.

    The game's best sidequest is also used the least.
    The game's best sidequest is also used the least.

    The best content in Mirror's Edge Catalyst are the main story missions. There are two particular ones that have you climbing up enormous structures, complete with some heart-stopping moments where Faith walks across tightropes or nearly falls before pulling herself up. The shock wears off on replays, but replaying these tightly-crafted story missions to get better times is definitely the best part of the game. The final mission is superb, and better than anything in both Mirror's Edge titles. Unfortunately, I only felt the game truly reached its potential in 2 of these 15 missions.

    After completing Mirror's Edge Catalyst, I had no desire to touch 95% of the sidequest content. I don't want to beat my friend's times in races, and I only feel a slight desire to replay the game's missions for better times and picking up pointless collectibles.

    I'm sure this game will gather a hardcore fanbase of speedrunners and people competing to beat their friend's times. Personally, I think Catalyst is a solid rental game where you can see some of the awesome moments in the story mode and take it back. I still hope DICE/EA get a shot at Mirror's Edge 3 to make a game with better sidequests and an open-world that feels actually connected and open.

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    Other reviews for Mirror's Edge Catalyst (PlayStation 4)

      Mirror's Edge Catalyst - Take me down to vertigo city where the glass, it gleams, and the textures are gritty 0

      After playing the first Mirror's Edge from developer DICE, I was looking forward to the sequel. I was very much pulled in by the story of the original game as well as the movement-as-a-puzzle gameplay it offered. With the different take on the city of Glass presented in Mirror's Edge Catalyst, I found both positives and negatives that ultimately resulted in a reasonably enjoyable experience.Mirror's Edge Catalyst picks up where the first game left off. The protagonist, Faith, is getting out of j...

      1 out of 1 found this review helpful.

      Just Run 0

      When the original Mirror's Edge was released in 2008 it was the realization of a then novel idea; first person action centered on traversal instead of combat. The days of every blockbuster game being a World War II shooter were about to fizzle out and modern military shooters were about to take the reins of the first person perspective.For some, Mirror’s Edge was a beacon of light sent to stop this militaristic gaming future. Something they would be able to hold up and say “Hey! Game...

      1 out of 1 found this review helpful.

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