“…Catalyst will be a hit for some, but will miss the mark for others.”
Finally, DICE and EA have released their follow up to 2008’s fan favourite, Mirror’s Edge. The second game in the franchise, entitled Mirror’s Edge Catalyst, follows a separate storyline to the original, but not an entirely unrelated one based on its content. The game maintains its focus on Faith; an infamous Runner with a dark past and a natural inclination to rebel against the corporations that control the City of Glass. The game reveals the origin story of its protagonist as you play out her actions in the present, traversing the epic white rooftops of the city.
A lot has changed between the original Mirror’s Edge and Catalyst. Most notably, the game now plays out in an open world, rather than through set levels. In some ways, this works for the new model. Player created runs and numerous side missions are now possible thanks the freedom of space. This also allows for global leaderboards, creating a whole new challenge for players to commit to. The game also features far more collectibles than the original thanks to the extra space to place them in. This feels a little unnecessary and even over the top at times, but it doesn’t intrinsically harm the game and will no doubt please any achievement hunters out there.
Another big addition is the game’s new progression system. This is a feature which does not fit into the game. The new system is set out into Movement, Combat and Gadgets trees, with each having separate trees to follow. The movement skills that you can learn are ridiculous. Early ones include the ability to roll out of a fall, or turn 180°. These should not be skills that a free running master needs to wait to learn. They are so basic that I could figure these out myself right now. The combat tree is also filled with nonsensical options such as being able to hit someone three times with light attacks, or hurt them more if you kick them in the back. The gadgets tree only generally progresses when you receive something new in the story and is not so much there for actual progression as it is to bulk the system out. The progression system is pointless, forced and should not be in the game.
Mirror’s Edge Catalyst follows a linear storyline like the original game, moving you forward with the action no matter who’s missions you are working on at the time. Gameplay feels a little smoother when you are running, largely because the open world allows you to travel around it in any way you want. New elements change the core mechanics though, such as the ability to grapple and the need to switch off fans which requires you to stop your otherwise steady flow. These break the pace and design that made the original game so good, but thankfully they are not overly common necessities. One aspect that is far too overstated however is the combat. Faith is a character who’s focus is on running and who is constantly told that evasion is a valid strategy. Despite this, there are several forced combat sequences throughout the game which really do not suit its overall style. This are often hard, they feel scrappy due to limited combat mechanics, and they take away from the game’s strongest sequences. The way that Faith moves and the actions she can perform feel very familiar when you are running, despite the camera work feeling slightly less bouncy and dynamic than before. This makes running the greatest charm of the gameplay as a whole by some stretch, just as it should be in a Mirror’s Edge game. The only other downer on the gameplay side of things is that you can’t disarm enemies and utilise the weapons anymore (due to biometric linking to their owners). This was always pretty badass in the original game, and it is sadly missed here.
One thing that has persisted into Mirror’s Edge Catalyst is the incredible bright and glossy appearance of the world around you. In some ways, this game is less impressive than its predecessor was in its time; however it certainly looks just as glorious as fans will remember. Additional visuals such as active billboards and improved lighting and details add to the appeal too, widening an already fantastical aesthetic experience. Underground sections further compliment the stylisation of this world, as well as adding an interesting new side to the City of Glass that we had not previously encountered. Characters keep a similar visual style too, bar clearly improved detailing thanks to an updated Frostbite engine and more powerful tech in general on top of it. Faith looks different, and perhaps a little unusual in her minor re-designs, but every supporting character is well designed and, graciously, very well voiced too. Everyone you meet is convincing in their roles, and interactions are believable, carrying the story well. Characters with power have great charisma, intelligent characters come across smart without being overpowering, and the more physical performers have the streetwise attitude you would expect.
The more I played Mirror’s Edge Catalyst, the more mixed feelings I had towards it. I was totally on board with the story, which is executed well thanks to convincing characters. Some sections are predictable and take a long time to unfold considering that fact, but nonetheless is manages to hold up well. At the same time though, I increasingly realised how much it seemed to draw from other, admittedly good games, rather than from its own predecessor. Imagine a Far Cry game crossed with Dying Light, but then remove the guns, zombies, vehicles and general ground-level gameplay. That seems like a lot of mechanics to take out when comparing to these two titles, but that is the feel the game had. Fans who are looking for “another Mirror’s Edge” like me might find that this game is not all they hoped for. I often found the awkward controls, which do persist from the original, were getting me killed a lot more than any fault of my own. Wall runs in particular have a tendency not to come off as expected, leading to many falls to your death; sometimes repeated ones. Don’t get me wrong, I spent a lot of time playing the game and very much enjoying it, but also a significant amount considering what it could have been and sadly wasn’t. Anyone looking for pure Mirror’s Edge should be cautious.
To end on a higher note, despite any other issues and complaints I might have, the story carries the game. It is predictable at times and is perhaps not quite as spectacular as the original game’s was, but it holds up. The wider scope of the story of the City of Glass is opened up to the player, with a greater focus on the different factions, powers and interests in operation there and their individual stories; both past and present. Despite any other questionable features, this entices you to keep on playing through the more disappointing aspects I have noted. Mirror’s Edge Catalyst evolves a working model, but not always for the better. It manages to keep you going until the end, but does not stand out in its endeavours. It may not be what fans really wanted, but it is playable and entertaining if you are willing to put in a little effort and maintain a little patience. Enjoyable in waves but frustrating in other aspects, Catalyst will be a hit for some, but will miss the mark for others.
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