0:00:02.010,0:00:06.269 Hi. I'm Mark and this is Game Maker's Toolkit 0:00:06.269,0:00:11.510 Mirror's Edge is one of those games that was[br]crying out for a sequel. One that would polish 0:00:11.510,0:00:17.039 up the first-person platforming, rethink the[br]story, get rid of the guns, and just add a 0:00:17.039,0:00:18.289 bunch more stuff. 0:00:18.289,0:00:22.880 And, hey, we got it! Mirror's Edge Catalyst[br]is a sequel - or a prequel or a reboot or 0:00:22.880,0:00:27.160 whatever - and the controls are more responsive,[br]the cutscenes don't look like they were made 0:00:27.160,0:00:30.740 in Flash, the guns are gone, and there's way[br]more content. 0:00:30.740,0:00:35.829 But, if the reviews are anything to by, it[br]didn't quite work out. And I think the culprit 0:00:35.829,0:00:46.339 might be one contentious change to the franchise:[br]the introduction of an open world. 0:00:46.339,0:00:50.589 The original Mirror's Edge presented most[br]of its levels like an obstacle course. There 0:00:50.589,0:00:55.749 was a linear route through the world and you[br]had to build up, and then maintain momentum, 0:00:55.749,0:01:01.510 by stringing together parkour movements over[br]a series of springboards, fences, and zip 0:01:01.510,0:01:02.379 lines. 0:01:02.379,0:01:06.120 You'd often see your route in front of you[br]- highlighted in the bright red of Runner's 0:01:06.120,0:01:11.470 Vision. But the challenge was to pinpoint[br]that path while at top speed, to look for other 0:01:11.470,0:01:16.170 routes that could be quicker, and to actually[br]pull off the moves - the jumps, tucks, rolls, 0:01:16.170,0:01:18.440 wall runs, and quick turns - with precision. 0:01:18.440,0:01:24.410 And at other times, the game slowed down. Here,[br]Mirror's Edge turned into a platforming puzzler 0:01:24.410,0:01:30.470 where you tried to find a path up a tall tower,[br]using a maze of platforms and obstacles. 0:01:30.470,0:01:37.110 As for Mirror's Edge Catalyst. No, actually,[br]all that is true of Catalyst, as well. Because 0:01:37.110,0:01:42.450 almost every story mission, and some of the[br]side missions, take place outside the realms 0:01:42.450,0:01:46.740 of the open world - in locations that are[br]linear and intricately designed to be run 0:01:46.740,0:01:49.890 through once and in one direction only. 0:01:49.890,0:01:54.840 Those missions take place in skyscrapers,[br]office buildings, underground facilities, 0:01:54.840,0:02:00.260 and giant server hubs you can't access while[br]free roaming. Which means the open world is 0:02:00.260,0:02:02.810 relegated to other roles. 0:02:02.810,0:02:07.640 So it's a way to get from mission to mission,[br]and a place to practice parkour. It's filled 0:02:07.640,0:02:12.019 with collectibles if you're into that sort[br]of thing, and it also houses a number of side 0:02:12.019,0:02:17.129 missions. And so maybe these non-essential[br]quests could actually take advantage of the 0:02:17.129,0:02:19.079 sandbox City of Glass? 0:02:19.079,0:02:24.269 If we want to understand how an open world[br]can lead to gameplay that really takes advantage 0:02:24.269,0:02:28.569 of having a large space to play in, there[br]are plenty of games we can look at. 0:02:28.569,0:02:32.999 Games that give the player a huge breadth[br]of options in how they approach a mission, 0:02:32.999,0:02:38.680 or give them a feeling of mastery by repeatedly[br]exploring the same locations. But considering 0:02:38.680,0:02:43.469 the speed of Mirror's Edge, perhaps the best[br]place to look would be a game like Burnout 0:02:43.469,0:02:44.810 Paradise. 0:02:44.810,0:02:50.159 Here's a super speedy franchise that successfully[br]transitioned from linear tracks to an open 0:02:50.159,0:02:55.529 world. And I think that's because every event[br]takes advantage of the game being set in a 0:02:55.529,0:02:56.909 sandbox city. 0:02:56.909,0:03:02.320 Races and marked man challenges send you from[br]one side of the map to the other, and there 0:03:02.329,0:03:07.249 are no limits on the route you can take. Road[br]rage and stunt run events let you take 0:03:07.249,0:03:12.010 down cars and rack up combo points in any[br]way you wish and you don't have to worry about 0:03:12.010,0:03:16.060 hitting dead ends because the city spills[br]out in every direction. 0:03:16.060,0:03:20.120 Because you're constantly racing over the[br]same roads again and again, and all of 0:03:20.120,0:03:25.599 Burnout Paradise takes place inside the city,[br]you quickly start to learn routes and shortcuts, 0:03:25.599,0:03:28.849 and know where to top-up your boost or cut[br]a few corners. 0:03:28.849,0:03:33.469 Plus, every race ends at one of eight finish[br]lines on the map, so you'll soon become very 0:03:33.469,0:03:37.989 familiar with the roads and shortcuts leading[br]to those end points. 0:03:37.989,0:03:41.689 Mirror's Edge Catalyst doesn't really work[br]like that. 0:03:41.689,0:03:47.090 Side missions like dashes, fragile deliveries,[br]covert deliveries, and dead drops are all 0:03:47.090,0:03:52.749 point to point runs, but to arbitrary spots[br]and on short, predetermined routes. And while there 0:03:52.749,0:03:56.629 are often shortcuts that will give you a better[br]time, they're usually just off to the 0:03:56.629,0:03:58.299 side of that main route. 0:03:58.299,0:04:02.859 That makes it feel like the open world has[br]been carved up into tiny chunks and at that 0:04:02.859,0:04:06.949 point you might as well just put them all[br]in a menu and call it Mirror's Edge. 0:04:06.949,0:04:10.919 Because they ultimately feel no less linear[br]than the races in the first game, which saw 0:04:10.919,0:04:16.720 small sections of the main story levels turned[br]into speed runs. As well as bonus, pure platforming 0:04:16.720,0:04:20.410 challenges set in bizarre abstract worlds. 0:04:20.410,0:04:25.280 Side Note: because Mirror's Edge didn't need[br]to reload an entire chunk of an open world 0:04:25.280,0:04:30.590 every time you fluffed a jump, it didn't have[br]to have annoying loading screens during races. 0:04:30.590,0:04:35.340 Anyway. What you'll find is that the shortcuts[br]in Catalyst's side missions are found much 0:04:35.340,0:04:41.000 like they were in the original Mirror's Edge:[br]through repeated playthroughs of that specific 0:04:41.000,0:04:44.630 event, rather than from your overall knowledge[br]of the City of Glass. 0:04:44.630,0:04:49.400 Which will be, I'm willing to bet, very limited.[br]And that's for a few reasons. 0:04:49.400,0:04:52.680 One is that because the main missions don't[br]take place in the open world, you just don't 0:04:52.680,0:04:57.410 spend enough time there to learn the layout.[br]Two is that the city has few familiar landmarks 0:04:57.410,0:04:58.880 to help you navigate. 0:04:58.880,0:05:03.250 And third, which is the most important, is[br]that the game is almost impossible to play 0:05:03.250,0:05:08.860 without obsessively and blindly following[br]this wispy red trail. Check out this video 0:05:08.860,0:05:13.730 for more on how following little dotted lines[br]harms your ability to engage with a game's 0:05:13.730,0:05:14.900 world. 0:05:14.900,0:05:19.360 You can tone down Runner's Vision or turn[br]it off entirely but the confusing design of 0:05:19.360,0:05:22.170 the city almost makes it a necessity. 0:05:22.170,0:05:27.320 Strangely for an open world, the City of Glass[br]constantly funnels you into linear corridors, 0:05:27.320,0:05:32.420 where you're trapped between towers too tall[br]to scale, or buildings too low to land on, 0:05:32.420,0:05:35.290 or enormous gaps between rooftops. 0:05:35.290,0:05:40.080 This is good for giving you that classic Mirror's[br]Edge feeling of flowing through an obstacle 0:05:40.080,0:05:46.020 course but it's horrible for navigation. Especially[br]between these big clusters of buildings that 0:05:46.020,0:05:50.360 have just a few ways to get between them. 0:05:50.360,0:05:54.260 So your floating waypoint thingy might be[br]right in front of you, but the only way to 0:05:54.260,0:05:58.200 get to it is to take a huge detour around[br]here. 0:05:58.200,0:06:02.440 This is likely a technical issue, to do with[br]loading the different chunks of the open world 0:06:02.440,0:06:06.990 into memory. But while gamers can put up with[br]some hidden loading screens, it's harder to 0:06:06.990,0:06:10.250 stomach when it starts to really impact the[br]way you navigate the world. 0:06:18.710,0:06:22.990 What all this means is that Mirror's Edge[br]Catalyst can't really provide missions like 0:06:22.990,0:06:28.620 Burnout Paradise. Or, perhaps, Crazy Taxi.[br]In that game you had a vague arrow pointing 0:06:28.620,0:06:33.590 towards your destination and to make it under[br]par time you needed both good driving skills 0:06:33.590,0:06:36.900 and some knowledge of how the city was laid[br]out. 0:06:36.900,0:06:40.810 This could have been a fun mission type in[br]Mirror's Edge where you would pick up and 0:06:40.810,0:06:44.720 deliver packages from one side of the the[br]open world to the other. It would provide 0:06:44.720,0:06:49.490 a new type of gameplay to compliment the linear[br]levels of the campaign - and test you on both 0:06:49.490,0:06:53.450 navigation of the city and your ability to[br]maintain momentum. 0:06:53.450,0:06:57.750 But I don't think it would work in the maze-like[br]and fractured City of Glass, because you'd 0:06:57.750,0:07:05.060 spend the entire time simply following that[br]wispy red line, or just falling to your death. 0:07:05.060,0:07:09.450 One thing that does work well is the way that[br]players can make their own time trials, using 0:07:09.450,0:07:13.870 any route through the City of Glass. That[br]wouldn't really work in a linear game, like 0:07:13.870,0:07:17.620 the first Mirror's Edge, where all the best[br]bits have already been turned into races. 0:07:17.620,0:07:21.690 But would it be naughty to say that Burnout[br]Paradise did it better by just putting leaderboards 0:07:21.690,0:07:25.930 on every road so you're passively competing[br]with other players and it makes you always 0:07:25.930,0:07:30.250 want to race fast, take risks, and become[br]a better driver? 0:07:30.250,0:07:35.290 Or how the collectibles in Burnout were only[br]ever about smashing through gates and billboards 0:07:35.290,0:07:40.780 as you drive and not stopping dead in your[br]tracks to open up a fuse box. And how mission 0:07:40.780,0:07:46.240 givers don't just stand around like zombies[br]but rocket past you and goad you into giving chase? 0:07:49.920,0:07:55.120 But, back to Catalyst. There is one more mission[br]type that actually does take advantage of 0:07:55.130,0:08:01.560 the open world. These security hub side quests[br]see you beating up a bunch of guards, smashing 0:08:01.560,0:08:04.900 up a tower, and then running away from a helicopter. 0:08:04.900,0:08:10.020 Now, like the stunt run events in Burnout,[br]you can just run in any direction, sprinting 0:08:10.020,0:08:15.139 this way or that and taking any route you[br]can to maintain enough momentum to outrun 0:08:15.139,0:08:20.090 the chopper. There is no predetermined[br]path and no specific direction, and any small 0:08:20.090,0:08:24.389 understanding you have of the City of Glass[br]will help you avoid dead ends and drops. 0:08:24.389,0:08:31.139 But, sadly, the best way to finish those missions[br]is to just follow the red line which automatically 0:08:31.139,0:08:35.810 routes you to the nearest safe house, where[br]the chase is immediately called off. 0:08:35.810,0:08:37.190 So close! 0:08:37.190,0:08:42.310 Stuff like this shows that a Mirror's Edge[br]game could utilise an open world. The mechanics 0:08:42.310,0:08:47.180 are not incompatible with free roaming and,[br]in fact, an open play space could lead to 0:08:47.180,0:08:53.830 another style of mission to play. To compliment the[br]linear and puzzle-like missions. 0:08:53.830,0:08:59.020 But many unfortunate choices - like the weird[br]layout, the reliance on Runner's Vision, the 0:08:59.020,0:09:04.570 short-sighted side quests, and the main missions[br]being off in their own locations - all mean 0:09:04.570,0:09:09.090 that this open world just doesn't quite work. 0:09:09.090,0:09:15.680 In an interview, design director Erik Odeldahl[br]said "I'm 100 percent sure that other teams 0:09:15.690,0:09:21.270 within DICE, and other EA studios will learn[br]and look at what we've done and probably use 0:09:21.270,0:09:25.900 it in some way, especially when it comes to[br]these big, big worlds". 0:09:25.900,0:09:30.630 Which should worry me. But seeing as how EA[br]seem to have completely forgotten all the 0:09:30.630,0:09:35.420 clever stuff they achieved in one of the best[br]open world games they ever made, I don't think 0:09:35.420,0:09:38.520 their memory is all that great. 0:09:41.460,0:09:45.920 Thanks for watching! Lemme know your thoughts[br]on Mirror's Edge in the comments below. I 0:09:45.930,0:09:49.660 actually do like the game quite a bit, even[br]if the open world was fumbled. 0:09:49.660,0:09:54.380 Also, a quick note to say thanks for all the[br]kind words on Boss Keys, which is my spin-off 0:09:54.380,0:09:59.940 show about dungeon design in Zelda. I wasn't[br]sure how that would be received, so I'm relieved 0:09:59.940,0:10:03.790 that you like it. Link's Awakening is up next,[br]as requested! 0:10:03.790,0:10:08.390 Finally, Game Maker's Toolkit is made possible[br]by everyone who donates on Patreon, but a 0:10:08.390,0:10:11.320 special shout out to these top-tier supporters.