It has been suggested that Catalyst is a remake of Mirror’s Edge, or a reboot, but it is in reality a re-alignment of the first game with the recognizable features of a mainstream videogame, a reparation between the most original of its ideas and the most generic features of its medium. Developer DICE’s response to their apparent failure is to flood Mirror’s Edge: Catalyst with unavoidable narrative, with “lore” and exposition. Speak to a Mirror’s Edge fan and they’ll barely remember the ins-and-outs of the plot, the clean lines and smooth movements wiping them from their memory. A nameless city, simple characters, an obvious conspiracy, it allowed the art direction and movement systems of the game to step into the frame. The original Mirror’s Edge (2008) had a kind of purity to its narrative. Yet I can’t help but feel the two cities are somehow connected, as if one was the dream of the other. It has no citizens, and no life, apart from the idling shapes of ever distant figures and the constant drone of unmanned vehicles. It has no history-it could have been built in a day. It is almost nonsensical, built from collections of interiors and exteriors that don’t seem to point towards any kind of civic function. As it stretches towards the horizon it reaches towards simplicity, devolving into white cubes as if reaching back into its own history of white-boxed levels and untextured 3D spaces. This virtual city lacks the complexity of the glacially growing oil slick that is London. There is no dirt, no decay, only pristine progress occasionally sullied by the scuff marks of black-soled running shoes. Instead of crumbling brick and rain-stained concrete there are only glistening volumes and flaring screens. The city of Mirror’s Edge: Catalyst is nothing like London. There is no dirt, no decay, only pristine progress I began to see the city differently, not as a territory of demarcations, but as a single branching corridor of various volumes, a set of rooms that might be traveled in a single path, one to the other, never stopping, like the current in the wire-the signal in the system. I followed them down flights of stairs, into low corridors, slanted and uneven, where rows of doors were marked with pristine private signs, leading to unknown destinations at unknown angles along unknown vectors. Among the fake leather seating and off-white walls, the large canvas prints of Parisian street scenes and the art-deco light fixtures they stood out as uniquely functional objects, unornamented, hidden in plain sight. In my fifth year in London, buried in basements fashioned to appear as French cafés or Italian bistros, I obsessively traced the shapes of silver ducts and pipes, interwoven along the ceilings as if they were circuit boards. The system and interface of their streets. All rights reserved.I’ve always been fascinated by the coherence and incoherence of cities. The flow is what keeps you running – what keeps you alive. Rooftops become pathways and conduits, opportunities and escape routes.
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Live or die? Soar or plummet? One thing is certain, in this city you will learn how to run. A world that is visceral, immediate, and very dangerous. With a never before seen sense of movement and perspective, you will be drawn into Faith’s world. Mirror’s Edge™ delivers you straight into the shoes of this unique heroine as she traverses the vertigo-inducing cityscape, engaging in intense combat and fast paced chases. You are a Runner called Faith - and this innovative first-person action-adventure is your story. In this seemingly utopian paradise, a crime has been committed, your sister has been framed and now you are being hunted.
In a city where information is heavily monitored, agile couriers called Runners transport sensitive data away from prying eyes. Once this city used to pulse with energy - dirty and dangerous - but alive and wonderful.