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