Review: 'Mirror's Edge Catalyst' is Not Nearly Sharp Enough

Erik Fattrosso ’17 / Emertainment Monthly Staff Writer
Starting with the good here, the free running is fantastic. Traversing the city of Glass is an amazing feeling and chaining together a series of jumps, slides, and rolls is an experience that you just won’t get in another game. Just like the original, Catalyst succeeds when it just focuses on its core premise of running. The controls have been streamlined, giving you one button to jump and one to slide, and for the most part your inputs will do what they’re supposed to. 1 out of 10 times lead character Faith may leap blindly to her death instead of grabbing the pipe right in front of her, but it works enough for it to not be a huge issue. This is the best first person platforming has ever been in any game, period.
With that out of the way, it’s everything else that starts to derail the game. The shift to an open world instead of the linear levels of the original could’ve worked wonders, but it more often than not just serves as a detriment to the rest of the game. This is due partially because the open world is pretty small and you’ll find yourself running through the same areas over and over again, and more so because the world is barren. There are not notable landmarks and every building looks the same, coupled with the fact that there aren’t any people here. Occasionally you’ll see someone through a window, but that person will literally always be there. The world doesn’t feel like a world so much as it does specifically designed for Faith to traverse it. While that may sound okay, it defeats the entire purpose of having an open world in the first place. More, longer levels would have been much preferred here. The open world isn’t helped by having the least interesting side objectives that have ever been put into a video game. From floating yellow orbs called Gridleaks, to secret documents, to audio logs, the world is filled to the brim of mindless collectibles that serve no meaningful purpose. Worse still, finding these requires you to stop running, contradicting the games whole thing about running being the most important thing to do. The world is also littered with dashes and time trials to complete, but they all cover the same ground you’ll be traversing time and time again going to real missions and the time limits are unrealistically strict. Even in the beginning of the game they require complete precision if you want to pass them. These are made even more difficult by a progression system that seems to exist solely because that’s what most games have nowadays and Mirror’s Edge is trying to get into the big boys club. Many of Faith’s abilities, such as rolling or quickturning, are locked behind an experience system. Not only does this not fit in line with the rest of the game, but it removes any reason to even attempt the many time trials until you get all the movement abilities. Completing some without the locked moves is impossible if you hope to reach the leaderboards in any capacity. As an added bonus, reading the map is confusing. Some activities are colored yellow to mark them being completed. Others are marked yellow when they still need to be finished. Good luck trying to figure out which is which.
On a technical level, the game is a mixed bag. Graphically it gets the job done, but it’s certainly nothing to write home about. Outdoor areas tend to look better than others, but there are scattered low-res textures and horrendous texture pop-in in almost every area. The really vivid and clean look of the original game is gone here, replaced with something that largely just looks muddled. Despite the flaws, the game still has frame rate issues. It runs at under 1080p on both consoles, but supposedly at a steady 60fps. However, on the PS4 version at least, there was noticeable framerate drops during more high-octane moments. On the opposite end of the spectrum, the sound work is absolutely fantastic, with a score that fits the tempo of the game and small touches like Faith breathing heavily after executing a tough move help to sell the atmosphere. Footsteps sound great with an impressive amount of variety that changes reliably as you hit different surfaces. Voice-acting is as good as it could be given the material, but we’ll get to that in a second. The largest issue with the audio is that it has a habit of cutting out intermittently for a second or two. Seemingly out of nowhere, all audio will just stop temporarily, leaving you with a silent game until it pops back in.
Even with the move to open world, the game is still relatively short. Completing the story and all the side missions is easily accomplished within 8-10 hours, although you probably won’t be complaining that there isn’t more. As good as the actual free-running is, even that starts to get a bit old by the end, not helped by some extremely frustrating final levels. The game features the ability for players to create and post their own time trials online, so those still invested have a theoretically infinite amount of content here, but those are still all limited to the same map as the rest of the game so it’s unlikely that anyone will last that long with it before growing tired. There’s a great game in here somewhere, it’s just too far buried beneath garbage.
This is absolute DY-NA-MITE Content, one in a life time analysis. Im rocked and shocked, I’m on my knees. You start with A grade material AN Absolute stunningly clever title.Just gold. I’ll burn every copy of this game I can find, you’ve got me sold.