The Combat In Mirror’s Edge And Why It Fucking Sucks

 

Having played it through three times in English and once in Italian, it’s starting to look like I might be obsessed with Mirror’s Edge. This is my fifth post about it, and not my last. But even I think the combat is weirdly bad, and so easily fixable that you start to wonder what went on in DICE’s offices. There’s no way they had a roomful of testers play this and everyone said “Yep, seems fine.”

The three parts of it suck in different ways, and my proposed fixes are of equal obviosity.

MirrorsEdge 2008-12-16 02-44-00-28

Melee

Like Tuesdays, the melee combat in Mirror’s Edge has no feel. Despite loading-screen guff about run-ups giving your flying kicks more damage, every blow bounces off every enemy, triggering a fake ‘stagger’ animation. Nothing is physical, everything is the result of abstract rules.

If I, an unarmed action hero, manage to run at a firing gunman and flying-kick him in the face before he kills me, it has to knock him down. Look into your hearts, DICE, you know this to be true. It’s a fundamental axiom of awesome, like glass breaking when I dive through it. The same goes for slide-kicks to the groin, which should lift your victim momentarily from the ground as he’s propelled backwards onto his ass.

Punches should be weak, of course, which is precisely why there shouldn’t be any. You’re a slim woman with unprotected hands, it’s just not wise to hit someone wearing full body armour. If you’re sprinting when you collide with them, the impact should make them stagger. If you’re stationary, Attack should do the same as Disarm – recall that the Disarm button is actually the “Beat them up and disarm them” button.

MirrorsEdge 2008-12-16 02-40-08-18

Disarming

Waiting for an enemy’s weapon to flash red during a specific frame of the same nonsensical shoulder-nudge they each perform is preposterous. I feel like I’m standing there as a favour to the game’s animators, because they only know how to show me grabbing a wrist in one particular position. It’s a terrible challenge, relying either on using slow-mo so slow that the wait becomes boring, or learning the animations by rote to anticipate the absurdly brief red flash.

Design tip! You’re supposed to hide – not force me to study – ridiculous conceits like canned animations.

Disarming should always work – slowly if they’re firing at you when you initiate it, quickly if they’re staggered or prone. Enemy’s shouldn’t try to nudge you with their weapons in close combat: you’re still in front of their gun, there’s no reason for them to stop firing. Instead they should start to run backwards as you approach, trying to keep you at a distance.

MirrorsEdge 2008-12-16 01-27-46-40

Shooting

I love all the different words reviewers have found for this: loose, hollow, shaky, weak, fuzzy, bland. Obviously to make an unprecedented free-running game you can’t devote the time and budget it would take to make a really punchy shooter too. I wish DICE had seen the bright side of this, though: they didn’t have to! Shooting doesn’t have to take up the player’s time or be their source of fun. You can just have guns outright fucking kill people, the way they actually would.

Hitman’s the closest model of what I’m talking about: it doesn’t make a great shooter and it doesn’t have to. You spend most of your time in situations where you can’t viably open fire, so enemies don’t have to be tough and interesting challenges when you do. They can just die.

Once you’ve got hold of a gun in Mirror’s Edge, it should make a lot of noise, have a lot of kick, miss a lot at range, but kill when it hits.

If some of this sounds like it would make the combat too easy, that might be because I think the combat should be easy. But I also think it should be used in a completely different way, and I think I’m going to have to make that post number 6.

P.S. Graham’s blog Zeitgasm has also been redesigned, and is also harping on about Mirror’s Edge in tones I mostly agree with. 83% though, honestly.

Comment   More ,  
 
 
J-Man: A question; in percentage, how much of the game is devoted to combat? Roughly?

Roadrunner: Atleast you're not playing it on the xbox. Then it really sucks, you're just tapping LB RB LB like when you're running. and jumping. and skipping cutscenes.

It may sound like i'm simplifying it a bit, but i'm not, I had more fun on call of duty 4 on the xbox, which I played instantly on veteran because I thought PC Talent > Xbox talent. I played warpig and got up to the 4th checkpoint before giving up because it's too fiddly.

I did like GoW2 though. Despite PC people having a misanthropic hatred for the series for some reason, It's not bad.

Alek: Yeah, that seems about right.

In a game based on this sort of free running concept, I appreciate the attention to THAT instead of combat. Sure, when you have to, it's not that good. But oh well.

 
Pentadact: Feels like 20%, to me. 40% awesome speedy free-running, and 40% slowly working your way around a climbing puzzle. There aren't that many of those, and I like them all, but they each took me a long time.
 

J-Man: Hmmm. I think I'll purchase this when the price dips below £20, this post has put me off. And does it have mods, because I can just imagine the incredible stuff the modders would do with it.

Jason L: No, and it's unlikely to ever get any official support - it's much less of a playground than the Battlefield series, DICE is wholly owned by EA now, and extra levels are monetised these days. However it is based on a modified Unreal 3 engine, and maniacs have already managed to open levels in Frankensteinian patchworks of the U3 map editor and game data. So far they're able to make the editor crash, or in some cases corrupt data and then crash.

radomaj: When I started playing the game I swore I wouldn't fight, but when I tried some segment the thirtieth time and just couldn't get past them I resorted to disarming. So I got through the game without using guns. Had to stop and disarm opponents about three times in the game, so it's not that bad. But the fighting sucks anyways.

Jonas: Wow I really like this analysis (or opinion... analion? No that has undesirable connotations). You really hit on a lot of good points, and the Hitman example is spot on - Mirror's Edge is a game that can afford to make the combat brief and lethal.

Jazmeister: I totally forgot what I was gonna say because of that stark black post there. Look at it - rounded edges and everything.

Anyway, I haven't played it, but I can feel what you're saying. A game like Mirror's Edge, a speed running about game, wants to be like Assassin's Creed with the killing. I don't know about you, I can't remember if anyone even liked that game because I got it on holiday etc, but approaching a guard from behind on the roof, then doing the flying brainstem stab attack... it does things to a man.

If you're fast and vulnerable, it should follow naturally that you're either overtly evasive (!) or hit clusters of armed guards like a Minotaur in a china shop (on a train (a bullet train)). High damage or good evasion.

By damage, incidentally, we've always meant "hurting people index", amirite? When I stand on someone's foot, it can cripple the unsuspecting sod; if I punched him really hard and was Bruce Lee, it could kill him. What is this health thing still doing here in mah games?

Still loving where the twitter is. Will be ruined the moment it says "@CraigPearson yeh i no lol". Congratulations, you get to be Always Vigilant.

Jazmeister: Interested to know why my last comment flagged as spam. Did the phrase "yeh i no lol" set it off? I suppose I'll know when I hit submit!

The Poisoned Sponge: To be fair though, I think there were only two or three sections when you had to fight, but really, there should've been none. The problem I found though was that without the enemies constantly trying to get you, the lauded time trial mode just seems a bit hollow. I need some sort of context for my running, y'know?

Cmdt_Carpenter: And why is it that if I take a running start and jump kick someone, they just give a half hearted push with their assault rifle and I TAKE ALL THE DAMAGE AND STUMBLE BACKWARDS? Apparently after those November Riot things the government abolished Newton's Laws of Motion.

Cmdt_Carpenter: Roadrunner: I played this all the way through with an XBox controller because I thought it would be more fun that way. You had a problem with hitting the bumpers all the time?

 
Pentadact: I suspect there are no completely unavoidable fights, if you kite enemies to an awkward spot before you climb that drainpipe or crank that door wheel. But a lot of them are unreasonably hard to avoid the first time you play: there's a puzzle in working out where to go, and it's a hard one to solve when your movement is constrained by lines of fire.

Mostly agreed about Time Trial, found it a little unexciting and haven't returned to it.
 

Cmdt_Carpenter: Pentadact: You can say there are no completely unavoidable fights, but the only real way to avoid them is by glitching the AI or messing with the enemies in a way that they can't find they're way to you so you have enough time to keep going. Plus, the game makes a big point of highlighting those enemies in red so you know you 'absolutely must' kill them apparently.

 
Pentadact: Yeah: kiting them to an awkward spot.

Of course, I've just realised that there are three absolutely unavoidable fights, but they're not of the normal kind against cops with guns. And only one of them is really a fight.

I wouldn't be surprised if the times Merc tells you to stop and fight, early on, were a response to early playtesters repeatedly trying to get past every enemy. It's what you naturally feel like doing in this game. Their response to that should have been to make sure that playstyle is feasible, rather than try to talk people out of it. The only times that it's not seem to be calculated attempts to scupper it.
 

Joe Russell: @ Carpenter

Actually, the game tells you that the red glow means that you can either fight or run past them, but you do have to go through them in some way.

It is possible in pretty much every situation in Mirror's Edge to get past without fighting - however, you will die a lot (a lot more than if you were to attempt combat).

I actually didn't find the combat that bad. I've played through the entire game three times (once on each difficulty) and got the achievement for not shooting anybody (I have it on 360) and I actually got quite used to the combat. I didn't use the disarm moves unless the enemy was facing away from me, making for an easy disarm, and generally if you separate the enemies and take them out one by one you shouldn't have that much trouble.

That's not to say it's well designed; I agree with pretty much everything you say here, but I found the combat part of the game reasonably fun (as well as making the enemies shoot the servers in the last room of the game for me by running round the perimeter and then legging it up the stairs to the roof).

Andrew: There's manadtory fights? scrap my earlier comment about the question being "if you don't need to fight, if it's bad, does it detract from the game". I'll probably still get the game, since I enjoyed the demo and personally love to run around in first person jumping (more so then 2D platformers) - like as Scout in TF2, but the fighting does sound awful.

Thinking with Parkours « Somewhere In England: [...] Just putting together some thoughts on Mirror’s Edge and noticed that Tom Francis from PC Gamer UK has put up a post all about why the combat in Mirror’s Edge fucking sucks. [...]

 
Pentadact: Sorry guys, my comment police - Spam Karma - is being ferocious since I upgraded WordPress. It's set on 'Lovey Dovey', the most generous setting, and it still arrested Jason L for being too new (!), and Jaz and Jonas for having fake payloads (?). Bailed them out now.

If it had flagged Jaz's comment with "Dude sounds like he's drunk," however, I might have concurred.
 

Rei Onryou: I don't see why they couldn't have gone in the Thief direction and encourage you to avoid every fight, although I suppose then they couldn't have put in that Achievement for not shooting anybody.

Modern day Thief game with free-running motion, FTW?

Dave_C: It's funny that everything you've suggested for bettering the fights is entirely possible.
How hard can it be for an enemy model to ragdoll-ise when hit by your turbo karate kick? GTAIV does that stuff without breaking a sweat, you'd think such a physics-based game would have integrated Euphoria or at least developed physics to suit its gameplay.
The only game I can think of that even comes close to exciting First-Person melee combat is FEAR (the first one). At least that made you feel badass, slide kicking and flying scissors kicking your way through a roomfull of enemies. In slow-mo. Looks like that's miles ahead of this though.

Aftershock: MOD PLX.

I've not played this on PC, whats the quality of the port like?

Jason L: Horr horr horr, for the millionth time it's not a port.

Here's hoping instead of a sequel they do a prequel that actually is just about delivering packages past cops in a timely manner.

ZomBuster: I found out you can actually avoid fights by dieing.

In the drain thingie with the snipers, I messed up the disarm move and thought "well I'll just redo it" but when I respawned it was on a later checkpoint and the snipers were gone.

LaZodiac: I do agree with the drop kicks not knocking people down, but other then that, I'm fine with the combat.

The times I had to use it, it was fine. Except for the fight againest the Parkour Assassion, but thats only because my main combo (punch, punch, ball kick) doesn't work on that person.

J-Man: @Rei Onryou;

[b]YES.[/b]

J-Man: Pfft. I can't even use bold.

Formerly Cpt.Muffin: Do you think that Kitten was influenced by Mirror's Edge?

Redhawk: Odd. And apparently Spam Karma tossed out my novel-sized comment too. Although I suppose I deserved it.

 
Pentadact: You can, you just have to use actual HTML.
 

J-Man: Actual HTML? [b]ACTUAL HTML?![/b] Who the hell do you think I am, Tom? Tom Francis?! I have no idea how to use HTML.

 
Pentadact: Redhawk - when was that? I can't see anything by you in the comments filed as spam in the last five days, and it's not set to delete anything.
 

 
Pentadact: It's the same, but pointy brackets. BBcode is the child-safe version.
 

J-Man: {b}so.. will this work?{/b}

J-Man: Gah. I surrender to the fascistic HTML.

Roadrunner: He means like this.
This would be awkward if I was wrong.

 
Pentadact: Although if you're right, he can't see what tags you used. It's <these>.
 

J-Man: hmmm

J-Man: Woot. Also, can anyone recommend me a cheap game? I'd love to buy Mirror's Edge, but I'm broke.

Redhawk: Hrm, odd. I distinctly remember writing it up in this chat field and am positive I saw it in the big comment mass. Perhaps I was mistaken, though, if your enforcer isn't reporting anything.

Jazmeister: Hey, hey J-Man. Hey buddy. [a href="http://www.yougotrickrolled.com/"]Click Here[/a] to learn all about html.

Cheap game? Tell two of your friends that each said something nasty about the other, and convince both that you're the only one they can trust.

Tom, your <these> tag didn't show up in my feed reader, but I see it here. When are you going to draw the line at making your website compatible? What about bally foreigners?

Lastly, do you mind if I sound drunk? Impossible to tell, so far.

J-Man: Just downloaded a free game called glitch - incredible. And then I found out I could upload music into it, so assembling a playlist of architecture in helsinki, decemberists and orishas right now.

Jason L: Perpetual resource PCG's 365 Days of Free Games - I've been finally working my way through this for a week now. I'm about halfway through and have only actually played 10% of the things I've grabbed.

J-Man: Cheers, Jason; these all look awesome.

J-Man: My god, these indie FPSs are awesome. Playing celestial impact, and just created a massive tower from which I grenaded my foes.

SenatorPalpatine: Why do you have to post so much about Mirror's Edge? It makes me sad to think about what it could have been with a little more thought. (When it's cheaper I will witness the enormous wasted potential for myself.) Great points about the combat though.

And I now have a twitter account; I will promptly start to never use it. I'm a little bit angry because "SenatorPalpatine" is one too many characters. This is why I don't have a Digg account, because they expect me to fit a username into fifteen characters. Guess what? IT'S ONE TOO FEW! 'Sen_Palpatine' will have to do for twitter. If only SenatorPalpatine was one less letter. If only...

Paul E: "Once you’ve got hold of a gun in Mirror’s Edge, it should make a lot of noise, have a lot of kick, miss a lot at range, but kill when it hits."

-How is that different than how it is in the game?!

Keeping The Peace In Mirror’s Edge, by Tom Francis: [...] of my suggestions for the combat with cops would make it less difficult, and hopefully less awkward. But it can’t get so easy [...]

Mirror’s Edge | Knights of the Cardboard Castle: [...] be better off just running away from enemies than trying to engage them in melee. Game reviewer Tom Francis has some interesting ideas on how combat in Mirror’s Edge could have been improved and I [...]

anwesh: ur comments r stupid

rottenworld: mirror's edge is the best, u r all geeks

Fuck Mirror's Edge: This sure is one shitty ass game without any feeling at all. It does suck really. Looks great at first, but once you get it and starts playing, you'll be bored with it within 1 Hour. After 2 hours you'd hate it.

Bret: Mature, thoughtful, brilliant.

When I see a name like "Fuck Mirror's Edge" I expect literary sophistication on par with Wodehouse, and yet I underestimated your sheer capacity for wordplay, for understanding the intricacies of the language. "and starts playing"? Shakespeare himself would roll over in his grave with envy.


(And Tom liked the game. Trust him a little more than you, yeah?)

The name is: I think its Goofy that Im fighting Men with Guns in this game . I mean come on They are trained to Kill and have Weapons the Runner has no weaponry !! This game should of been Combat Fists Vs Fist !! The Guns in this game make me laugh at times . Heavy gun Vs little old jumper Girl lol . I also thing this game needs Map editors for the Counsels so we can create interesting Puzzle online or time trials !!! Why is little big planet so popular ? Because they allow the game to Play Create and share
 
 

Comment

 
URLs get turned into links automatically. You can use <i>HTML</i> but not [b]forum[/b] code. If your comment doesn't show up, e-mail me - the spam filter's just detained it for questioning.






 
 

Deputy Editor Tim Edwards is the moustachioed bike rider, I’m his pretty if slightly broad-hipped passenger, and Graham Smith is the… well, I think asshole is as good a word as any.