Having completed Mirror’s Edge I can confirm that indeed the plot continues on as if it were indeed created by the same creative forces behind Robocop 3. The ending is trite, and ridiculous considering the circumstances. I can, without spoiling anything, say that you have a tender moment with someone on top of a building while guards you saw just moments ago ignore you. I suppose they must now understand the error of their ways and decide to ignore the embracing duo!
It is the interaction of your character with the environment that you play Mirror’s Edge for, and however ridiculous the plot, you come back for the running. Running is a fresh and exciting change from shooting nameless goons in most first person games. There really isn’t much depth to it: Run; Jump; Turn; Jump; Grab; Climb; Run; Jump; Die; Reload; Repeat. Nevertheless, that is all you need to have fun in the city.
Too often, though, you’re dragged back into a shitty shooter when your character is swarmed by guards. Though you can run past them, sometimes you’re forced to disarm guards in order to continue. Combat is a kind of hit-or-miss affair involving lots of reloading from checkpoint saves. Maybe it was just that I found the timing of disarms intolerable, but I could never get past a series of guards without at least one reload.
In any case, if you can look past the terrible story, combat, and the cut scenes with macromedia flash animation, you’ll find an enjoyable twist on speed-running that you never thought possible from a developer locked into the Battlefield genre.
Eight out of Ten MSDN Subscriptions for Mirror’s Edge.
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