Subway Surfing in the City of Glass.

The OG Mirror’s Edge is a bit of a darling to me - this laser-focused parkour action thrilla that limits it’s scope to densely choreographed sequences through rich, hyper-real urb environments. There’s a weightines to Faith’s movement, allowing the player to feel a sense of inertia to the stunts you string together, putting stones in your gut whenever your unbroken momentum ends in freefall. It’s so lean it’s so Mean.

Ultimately I put off playing Mirror’s Edge: Catalyst for yearz because I knew what they did to it. I knew it was an open world game, a sprawling map peppered with waypoints and collectables and challenges and skill trees and XP and shit. This Human Revolutionification of a game I originally adored because it sidestepped that stuff. With a few concessions (I skipped every cutscene and ignored everything that wasn’t a story mission), I was finally able to get over myself and just give the game a shot, and I’m happy 2 share that I think ME:C is Alright!!! It’s OK!

The shift in focus is almost immediately striking as the art direction of Catalyst shifts from heavily stylised minimal realism, to this catastrophic directionless mush of overexposed modernism. It's like every expensive yacht in the world crashed into one another to form a continent. It’s kind of pretty but it really doesn’t inspire awe in me in the same way as the OG… A lens flare fried calamity of white pointy buildings with an accent colour thrown in for good measure. Whenever I replay Mirror’s Edge, I gawk at the level of attention poured into the texture, staging and lighting work - and I just couldn’t find anything to care about here.

The reason for this visual mulch is, of course, gameplay clutter as a result of moving towards an open world. The environment design is stretched thin by taking a very blunt modular approach as a result of attempting to pad out the vast expanses of rooftop between quest markers. The City of Glass is slavishly built for Faith and her moveset, every canopy littered with pipes and platforms and grappling points with the intent to allow the player to maintain an unbroken sprint across vast expanses. I can’t help but prefer the simplicity and muted realism of the prior game’s world, one that felt almost hostile to the existence of the Runners, which necessitated a more thoughtful approach to the moment-to-moment - scanning the environment for ways to use your moveset to reach places you shouldn’t. Catalyst’s city is Faith’s playground - but who can deny the simple joys of swingin on da jungle gym.

I’m not going to shit on the game a whole lot - the core intent is very different, focused on player retention through endless sidemissions and jiggies, but it’s pretty great when you meet it halfway. Brushing aside the fluff content and focusing on the story missions allows something of a rush through what the game has to offer. It’s bigger, it’s crazier, it’s bombastic, Faith goes crazy scaling wacky luminescent architecture that doesn’t even pretend to feel like places built for civvies. Assault course game design. It even follows many of the same beats as the original game, you just can’t help but compare how differently things come across here. The combat buckles very quickly with miserable enemy variants, but I enjoyed the focus on using the environment against baddies by paddling them around/into each other, it's pretty slapstick but a damng lot more dynamic than what was in the original game.

I dunno, I’m middle of the road on this. Catalyst feels like the flipside of the same coin, Mirror’s Edge but hopped up on Ubisoft Juice. You couldn't convince me that Mirror's Edge needed bandit camps if your life depended on it, but the speed and flow and scale is intoxicating but it all rings kind of hollow when it feels like you’re just playing Aesthetique Temple Run. Maybe all I need to be happy in this life is seeing bullets go through Nvidia PhysX cloth & dats why this game isn’t doin it.

Reviewed on Mar 29, 2023


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