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What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise | Game Maker's Toolkit

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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
    - highlighted in the bright red of Runner's
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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.
Title:
What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise | Game Maker's Toolkit
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Video Language:
English
Duration:
10:20

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