Faith and Immersion
For all of the game’s faults Mirror’s Edge had an amazing approach to first person platforming, utilising the immersive nature of the viewpoint uniquely for a platformer. Faith’s heavy breathing accompanied every majestic jump, the screen shook violently whenever you fumbled her landings. Her legs and arms were an ever present companion on your trip through ‘The City’, animated with a fluidity and weight that created the tangibility that underpinned Faith as a character.
Sadly, the only first person game which has since put an emphasis on platforming is the oft-maligned Aliens vs Predator (AVP) reboot, which does seem to integrate the elements of the movement which made Faith feel so real. When playing as an Alien players can see their own tail as they quickly turn around, creating the impression that they really are a long, awkward Xenomorph instead of merely a reskinned ’floating gun’ or ‘bald space marine’. The game can also induce motion sickness (like Mirror’s Edge) which while obviously a negative point for people prone to it, is indicative of the immersive camera work in the title, although this was present in earlier AVP games so it can’t really be taken as a sign of the industry having integrated the lessons of Mirror’s Edge.
Which is a shame, as aside from merely adding believable physicality to a character opening up a world to free movement also helps to add a layer of depth and believability to the world, which often seem to be lacking in a vertical axis, in addition to being fun. Imagine pulling up to a ruined factory in Rage and being faced with a maze of fallen girders and collapsed walls which you had to run, jump and clamber up until you reached the raiders camping out up top, instead of merely heading up the building along an improbable series of flat surfaces and conspicuous ramps.