Mirror's Edge
Oh Lord how badly I wanted to hate this game at times. But how could I?
It was
so beautiful. And--when it was in the right mood--so smooth and
sensual.
So
why didn't I want to love it? Because it didn't love
me. It was like Faith (our heroine) didn't want me inside
her--okay, poor choice of words, let me rephrase--it was like
she resented having me in her head and so she'd cross her arms
stubbornly in mid air, refusing to grab the next ledge and
passive-aggressively falling to her death. Over and over and over again
she punished me, as I refused to take the hint and hand the
controller to someone younger and more attractive.
The last time I tried first-person platforming was in Half-Life 2.
I
loved the game, but those segments were irritating. It felt like
"Gordon Freeman" was a transparent
cube of gelatin, maybe six feet on a side, whose outer surface exuded a
greasy lubricant. It was this cube I had to somehow
launch from surface to surface. The
momentum felt sluggish and slidey. I had to choose
between aligning my jumps (which required looking forward)
or timing my jumps (which required looking down so I
could
see when I was at the edge). I was constantly grease-sliding off things
and
falling because I couldn't see or feel where I was standing or where
the edge was. It just felt all wrong. So I wrote off first person
platforming.
In fact, before I played Bioshock
and the various Half-Life
episodes, I'd written off the entire genre of first-person action
games.
I thought the POV was inherently corny, like
those awkward shots in movies where the camera supposedly takes the
place of the character's head and maybe somebody asks the camera a
question and the camera bobs up and down to say uh-huh.
Playing an
FPS felt (and still feels) like wearing horse-blinders; I could see
only a tiny
angular fraction of my surroundings compared with what a third person
perspective offers. The camera never felt or moved
like it was really my head or anybodys head. And whenever
I could see some other part of my body, usually my hands,
there
was something ludicrously wrong about it -- like I had a small pair of
hands growing out of my
cheek-bones, holding a teeny shotgun. For me it's an instance of
the uncanny valley effect; I understand that the first-person POV is
meant to be a more immersive simulation of what it's like to
be personally present instead of remote-controlling a puppet,
but because it tries to imitate real experience, my mind automatically
judges it by the standards of real experience, and I can't
help but notice how unreal
it seems.
The advance hype, and then the actual reviews, promised that Mirror's
Edge had solved the problem; it had finally cracked the
first person
platforming nut. And now that my frustration while actually playing the
game has
faded in memory somewhat, I have to admit I think
the game does contain
the solution to making the genre not only work, but work unlike
anything that's come before it. I say it
"contains the
solution" and not that it has solved
the problem because, at least for me, several sections of
the game were more
awkward and frustrating than Half-Life
2
or any other platformer I've played in years. There were individual
jumps (and wall-runs) that I literally had to try a
dozen times or
more. Worst of all, when I finally succeeded it was never
clear why
I'd made it that time and failed every time before. I wasn't
consciously
trying anything different. It didn't look or feel any different. It was
like every jump was a role of the dice. If I had to get past a series
of four, all I could do was
keep trying until I
happened to roll high four times in a row. There were parts of the game which could
have been brilliant
(like the yellow atrium you have to ascend near the end) but were ruined for me.
This isn't just frustrating; it's disengaging. It's one thing to play a
difficult game; it's quite another to play a game where the rules--what
separates success from failure--don't seem clear or
consistent. Even if one succeeds in a game
like that, there's no sense of achievement or mastery, because any
success seems arbitrary. That's a big problem for Mirror's Edge
in
particular, because graceful mastery of the character's
physical
skill set should be one of its central pleasures (and is, when
it's
working right).
In retrospect, I wonder how much of the problem was simply
Faith's extreme fussiness about what she would and would not grab onto.
"Grab on! GRAB ON!"
I screamed at
her over and over again. I look forward to the games of the near future
when this will actually be effective. Until then, I'd rather have a
manual grab button I have to remember to press myself if my on-screen
persona is unable or unwilling to do her f*cking job (sorry kid, but
there it is). I don't know, maybe if they'd simply turned the
"grabbiness" knob I'm naively imagining from a two
up to around a seven, all my complaints would evaporate.
And it's true, this problem could just as easily occur in a third
person game. But even if the first-person POV isn't the
cause,
it's definitely an aggravating factor. In a third-person game I can
watch my character attempt a
difficult jump and notice that--ah ha--this time I planted my foot a
little closer to the brink, or that time I started my
wall run a few bricks sooner. From the first-person perspective this
kind of feedback is much harder to read, so failure
is harder to diagnose and success is harder to repeat.
But that's a lot of bitching, and I did say the game contains
the answer (well, an
answer) to first-person platforming. So now I'll lay that answer
out
as I see it. I'm not presuming to lecture the game makers here
on
what they should have done, I'm describing what I learned from them in those
sequences where everything came together:
- Give the
player a body.
This is achieved in Mirror's Edge through more subtle touches, I think,
than I was able to consciously detect. I know they spent a lot
of
time on this very issue. Most obviously, you can see
your body. It may still look a little unnatural, but there it is for
your shoe-gazing pleasure. A little more subtly, the way you
move--accelerate and decelerate--makes you feel like you're driving
something that weighs what a human body weighs and is driven by human
muscles, rather than hovering on compressed air jets. Run into a wall
and you'll see and hear your palms slap against it--it all feels fleshy
and
solid.
- Be forgiving.
This is
necessary because the perspective inherently handicaps the player.
Maybe this means that no jump in the game is longer
than, say, 75% of the character's maximum jumping distance. Maybe it
means
that the character is really good at grabbing ledges--good enough to
correct for a mediocre jump on the player's part. Since it's easier to
aim a jump than time it right (because you can't look down while
running), it makes sense to favor short jumps to narrow
targets
over long jumps to wide ones
- Individual
acts of acrobatics don't need to be challenging for the game to be
challenging.
Looking back, Mirror's Edge was the most fun when I was very
quickly and fluidly performing a long series of moves, none of which by
themselves would be very difficult if I took them slowly. It was the
speed of traversal, and the need to think on the fly, that made these
sequences challenging. Any time I came across a single really difficult
jump, it all came crashing to a halt and the effect was ruined. The
game also contains slower-paced puzzle sequences, but I think
these sections work best when the challenge lies entirely in figuring
out what you need to do. Once you've solved the intellectual puzzle of
how to traverse an area, the execution should be fairly
straightforward, or at least that's what I would've preferred.
Most significantly, this game demonstrates what can only
be achieved in a first-person platformer. Never since I was a toddler
have I found the movement of simple, brightly-colored shapes
so
hypnotically compelling. This game threw open the
doors
to dusty, long-shuttered rooms at the back of my motor cortex.
There's no doubt about it, for all my eye-rolling over the absurdity of
running around with a camera for a head, my dumb primate
brain was fooled at some deep level. Like I was sitting in an
old-school IMAX movie, I could feel the weaving, bobbing, leaping and
(most frequently) falling in the pit of my stomach. Also, I know video
games are supposed to be a pathetic imitation of actual experience and
whatever, but I'm pretty sure the colors in this game are simply better
and brighter than in real life.
Obviously the game designers couldn't come out and actually say this,
but I wonder if they meant to imply that Faith is on
amphetamines or some other mind-enhancing drug, and so we experience the
borderline-hallucinatory, radioactive-candy-coated
hyper-reality she does. There's so much bright, luscious light in this game; the whole
thing is like one of those old radiosity demos where all the surfaces
are smooth concrete so they don't distract from that all that lovely
diffuse interreflection. In case you can't tell, I adored the visuals. I don't care if it's supposed to be a false utopia in the
story, this is a love letter to the modern urban landscape. And no
one has ever had the balls to use colors the way these guys do. It
makes you realize that the higher dynamic range of modern TVs is just
as important as the higher resolution. When you run into an orange room
in the game, not only is it the orangest thing you've ever seen on the
screen, but the whole room you're playing the game in turns orange.
The most common complaint about the game is that the combat is weak.
Strangely, given my other complaints and the fact that I'm not a
big FPS fan, I actually didn't mind the shooting.
Then
again, maybe that's because I was shooting
and not evading or disarming everybody like a good Buddhist. I honestly
intended to play as a pacifist, but trying to compassionately
disarm three riot cops with automatic weapons was about
as effective as you'd reasonable expect. As I lay dying on the
ground for the fifteenth time, I felt my politics undergoing a profound
shift. On my next try, after disarming the first guy I just turned and
shot the other two and it felt
sooo good. What I learned from this game:
shooting at your problems with guns makes them melt away like fluffy dreams.
Part of the reason I resorted to lethal force was that getting shot
while trying to do my acrobatics made me really, really angry--like
getting smacked hard in the back of the head every few seconds
while trying to play. This game has far too many sequences in which
wave after wave of police shoot all too competently at you. I
understand that the designers want to force the player to move very
fast--that's the whole point--but they should've invented more ways to
achieve that effect. There are a couple of sections where you're
pursued by enemies who can't shoot you but will hurt you if they can
catch you, and others where you have to catch somebody else--I
found both more effective and satisfying than dodging bullets. And I
feel like the gunfire is fundamentally at odds
with the ideal rhythm of the game, which at its best achieves
an
almost trance-like fluidity that is BANG! only rudely BANG! interrupted
by BANG! okay you get the idea.
Another thing I alternately cursed and admired the game for is the way
it provides guidance. I've always been interested in how designers use
color, lighting, level design and other sneaky tricks to subtly
manipulate the player's attention, so we notice what we're supposed to
notice and go where we're supposed to go. At its best, this can be like
a magician asking you to choose a card, having decided in advance which
one you'll choose. There were moments in this game that felt that
way; I was running at full tilt through complex, cluttered
environments; I'd make what felt like a spur-of-the-moment choice
among many possible routes--and somehow I chose exactly the route the
designers intended (and I'm not referring to my "runner vision"
painting things red, but to subtler aspects of the design). I can't
decide whether the fast-paced nature of the game makes this trick
easier or harder for them. Getting lost and backtracking, or even
pausing to look around, is something you can rarely afford in the game,
so guidance is a much more acute problem. On the other hand, maybe it's
easier to manipulate someone in headlong animalistic flight than
someone who has time to slow down and use their cerebral cortex. Maybe
I always just headed for what was directly ahead of me. Maybe I headed
for whatever was shiniest.
Then again, there were several places where I did get lost and died
repeatedly because of it. And the designers must've been very worried
about this, since they included both the red runner-vision and the
look-homeward-angel button. At first these seemed to me like crutches,
inserted to make up for shortcomings in the level design. But then
again, the game presents runner-vision as a visual representation of
your character's intuition, and who's to say that's not legitimate?
While it's almost always the case that video game characters have
physical abilities the player doesn't, they may also have intellectual abilities the player doesn't. How else were they supposed to represent the fact that Faith knows
more than you about rooftop traversal? It's not the kind of knowledge
that can be put into words. Maybe artificial color is as good a
solution as any. Anyway, it's an interesting problem.
Should I even mention the story? Uh...nah.