Review

Mirror's Edge Catalyst Review

  • First Released Jun 7, 2016
    released
  • XONE

Fun run.

There are moments when all of Mirror's Edge Catalyst's components fall into place, moments when intricate level design allows the fluid freerunning to shine, the mission at hand delivers a memorable set piece, or the open world surprises with a cleverly hidden area. Between those moments, there's a disappointing amount of filler and several mechanics--most notably the combat--that trip up the experience, but these stumbling blocks aren't enough to erase the magic of those instances where everything goes right.

Much of that magic stems from the game's signature mechanic: parkour. Unlike most first-person action games, Catalyst emphasizes precision platforming over guns and grit. Protagonist Faith Connor's moveset consists of vaults, rolls, wall-runs, and more, all of which demand some degree of skill from players. Split-second timing can determine the fluidity of an animation, and successfully chaining successive moves over great distances requires serious dexterity.

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Skill-based traversal is not only cool conceptually, it's satisfying in practice thanks to responsive controls, naturalistic animations, and the variety of movement options at your disposal. Even little touches like your controller vibrating right before impact after a long drop help make movement even more exhilarating than it was in the original game. Mastering your environment with flawless speed proves just as thrilling and liberating as executing a complex combo in a fighting game or nailing a demanding solo in a rhythm game.

The flipside of this coin, however, is the clunky, cumbersome combat. Faith relies entirely on her feet and fists when taking down enemies, so the game encourages you to pair your attacks with her movement for maximum impact. When it works, it's awesome: wall-running into a flying kick or sliding into an enemy's knees and watching his helmet slam into the ground is super gratifying. Problem is, many environments are too open to foster this form of kinetic combat, and without boxes to vault over or raised platforms to dive from, you're left clumsily dodging around enemies on flat ground and slowly chipping away at their health instead.

Worse still, some enemies are programmed to automatically counter certain attacks regardless of context, which feels awkwardly unrealistic. Because the enemy AI is bizarrely predictable, I generally just spammed whatever cheap move I found most effective against that specific enemy type. Thankfully, I could often avoid combat altogether; Catalyst even encourages this by making Faith essentially bulletproof if you fully fill her Focus meter by keeping her momentum high. In other words, you're much more likely to survive if you keep on moving instead of stopping to fight. More than once, however, I was locked in a relatively sparse arena and forced to defeat a preset number of enemies. Given the game's focus on movement over fighting, these moments, though rare, were totally unnecessary.

I experienced several sincerely vertigo-inducing moments while soaring across Catalyst's rooftops.
I experienced several sincerely vertigo-inducing moments while soaring across Catalyst's rooftops.

The upgrade system is another low point for Catalyst. Some essential maneuvers that should simply be available from the start--like the quickturn and tactical roll--must be unlocked, and other abilities can't be upgraded until you've progressed far enough into the campaign. This practice of artificially gating upgrades feels forced and pointless, though thankfully, the progression system ultimately has little impact on the moment-to-moment gameplay since you'll already have all the essentials unlocked after the first hour or two. All later upgrades--such as increased health and damage--are helpful but by no means crucial.

Other important aspects of Catalyst end up feeling a bit more mixed, though most ultimately add more than they detract. The open-world structure, for example, results in quite a bit of empty commuting as you run from mission to mission (at least until you unlock more safe houses for fast travel). The Runner Vision tool automatically guides you down the most expedient path to your next objective, which means you end up seeing certain routes over and over again.

Outside of the campaign, however, the world becomes an enticing playground full of collectibles to uncover and races to run. The inherent joy of the core mechanics makes unstructured exploration feel worthwhile, in part because you can ignore Catalyst's weak combat system and focus entirely on what the game does best: running. If you turn off Runner Vision entirely and simply rely on subtle environmental cues like the telltale blackfoot prints you'll occasionally find running up walls, you'll suddenly start to notice vents, ledges, and even entire concealed areas you previously ran right past.

Several of the side missions end up feeling just as substantial as the story missions, but even just figuring out how to scale a building for no reason can be rewarding in its own right. And unlike many of the story quests, most side missions genuinely challenge your abilities. I failed certain timed events repeatedly, but I steadily improved until I finally beat the clock. And when I did, I really felt like I'd earned the elation I experienced. You can also craft and share your own public, playable online time trial events by dropping markers in the environment, which further deepens the open-world experience. It's a simple yet ingenious system, and a serious boon to the game's longevity.

This is not to say Catalyst's world is impeccable, though. Its early rooftops look a bit empty and sterile and fail to provide much gameplay variety. While the stark white rooftops are an understandable aesthetic choice given the game's dystopian premise, these environments still grow repetitive over time. Thankfully the world is large and diverse enough to compensate for these shortcomings eventually. Late in the game, you'll find an elaborate construction site packed with stellar level design and squalid tunnels that offer visual relief from the city's samey rooftops.

As for the campaign, some missions feel routine and unimaginative, sending you on simple errands to areas you've already seen. But others deliver truly pulse-pounding tension or thoughtful environmental puzzle solving. You'll zipline from the tops of buildings, dive over security lasers, and escape from more than one collapsing construction site. While it's damn disappointing that later levels up the difficulty by adding more enemies rather than crafting more elaborate environments to test your parkour skills, the campaign still provides several welcome challenges and unforgettable moments.

For a game that emphasizes speed and movement, there's an annoying amount of barely visible glass to smack into.
For a game that emphasizes speed and movement, there's an annoying amount of barely visible glass to smack into.

The story stringing all these missions together is unremarkable but also unobtrusive. It disappointingly squanders the intriguing near-future dystopian premise by focusing on a half-baked corporate conspiracy filled with predictable twists and paper-thin characters, but the dialogue cringe factor is low and the narrative lends a discernible arc to the action. As much as I hated some of the character design and felt let down by the lackluster world building, the story does exactly enough to move the game along without leaving a lasting impression, positive or negative.

Finally, it's worth noting this final version of the game runs smoother than the somewhat sloppy beta. The frame rate dipped once or twice and I experienced a small handful of glitches like multiple audio cues playing simultaneously, but load times were completely reasonable and none of the technical hiccups I experienced actually impacted the gameplay. Catalyst may not be the best looking game out there, but it runs well enough to keep you invested in the action.

And really, being able to focus on and enjoy the gameplay is what matters. Yes, certain portions of the game are deeply unimpressive, but I rarely (if ever) found them frustrating, painful, or unavoidable, which allowed me to overlook those elements and enjoy the unique pleasures Catalyst provides. I was consistently wowed by the movement and everything that comes with it, so while it's a disappointing action game, it works wonderfully as a platformer, puzzler, and racing game. And for that reason, I can't wait to keep playing.

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The Good

  • Satisfying, nuanced movement mechanics
  • Rewarding open-world exploration
  • Huge mix of worthwhile side content

The Bad

  • Clunky though largely avoidable combat
  • Mediocre storytelling

About the Author

Scott dashed through Catalyst's campaign in roughly 14 hours, but happily explored the copious side content for at least another six. Also, yes, he did play and enjoy the original Mirror's Edge. Publisher EA provided copies of the game for this review.
283 Comments  RefreshSorted By 
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jcohenx

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This review doesn't address some of the frame rate problems in the latest version available on Origin. I have a GTX970, 16 Gb RAM, and a quad-core i5 at 2.66 GHz but at the recommended settings by Nvidia's game tracker the game is very glitchy, lots of frame rate dropouts especially when Faith is on rooftops with a distant horizon. You'll need to downgrade some of the effects or texture quality if you want a smooth game play.

2 • 
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Zombie8814

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I don't know how this game got a 7 score. This was one of the worst games I've played in years.

I'd give it a 3/10 . And that's being generous.

4 • 
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life359

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Edited By life359

"responsive controls"

Bull s**t. I just tried this on PC with a 360 controller and this is the most awkward thing I've played in years. It felt as clunky as it could possibly have been made. Who thought putting jump as LEFT BUMPER was the most ideal choice? Why on earth would you not choose RIGHT BUMPER? Not to mention it felt like it didn't even register half the time when I'd be pointing right at a wall to do a wall run.

Uninstalled.

2 • 
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OtherFabbros

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Rest in peace Faith, i loved your previous game.

3 • 
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deactivated-5fb67c55dbd26

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I'm pretty interested in the game but seeing that I have so many games already that I haven't played, I'm going to have to wait for a price drop until I can add it to my increasingly growing stack.

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Fumples

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The guy who wrote this writes on like a 10th grader level... =[

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Raheelvirk786

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The **** ????

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Neosword

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About the same reception the first one got and I enjoyed it. I imagine I'll feel the same about this one.

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deactivated-58068e533d0c3

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Electronic Arts. If I was going to buy this Origin client wouldn't be the place I would buy it from.

2 • 
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zigi_aho

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Edited By zigi_aho

Well it sucked and there is a sequel thats the same ;) Lets go get a beer.

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mboettcher

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I was definitely disappointed when I played the beta. So sad that they couldn't fully realize this concept. Oh well, my backlog is long anyway.

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Bogetsu

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I am a little bit dissapointed of this title. I mean, it took over 2 years to be developed and just a few months ago we could finally have a look at the gameplay. During this years, the team in charge always showed themselves with an innovative mindset, explaining how fluid, elegant and detailed the game would be. Maybe the storyline isn't as good as we believed because it's a pre-sequel, so a lot of unknown characters appeared and the world of Faith before the first Mirror's Edge story may have became slightly out of the line.

I had the change to play the beta a month ago but since then, the excitement that was growing up all this time for me, somehow vanished. I'll probably get it after it gets a price cut as some of you say.

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deathbringer70

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you know, when you see that someone this stupid and clueless writes a review for a game in Gamespot, you totally lose all hope in Gamespot in general! stupid idiot!

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Purpledust

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This is a great game!

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darksouls

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@Purpledust: Lol, it's not a "great game" in any way.

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dragon-bait

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Watching this review made me feel like something was lacking... It didn't look very appealing and it didn't feel like the character was running.

3 • 
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Purpledust

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@dragon-bait: when I play it feels like she's running.

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Thanatos2k

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Nice work EA, the first game was mediocre so you did absolutely nothing to change that.

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colbster

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So instead of fixing the combat, they fucked it up again.

6 • 
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AlClemist

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The first one was little more exciting than this one. The only thing that bothers me is the narrative still sucks.

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D-Man

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@AlClemist: So which is it? Not exciting enough, or bad story? Which one is "the only thing"? Or are you just talking out your ass?

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neowarrior793

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MEH...........

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naomha1

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Edited By naomha1

Wow. So much smack talk. Guess if you had guns and could just mow people down it would be Call of Parkour. What I'm guessing is that the attention span of the CoD generation can't handle a game that actually takes some kind of skill to use other than an aim mechanic. Pity really.

The game is fun. Wicked fun. I bought it immediately as I was a huge fan of the first game. The review hits the nail on the head. The forced moments when you have to deal with armed foes is frustrating when you can only punch and kick. I would have rather seen a nice move-set where you turn the gun on the aggressor and make them shoot themselves at the least. As is, it's definitely a 7-8. Hopefully, there's some future DLC that brings in some of the suggestions reviewers have been saying. Other than that, it is fun. Those forced moments are far and few between and you really do have a nice set of skills that can be upgraded for better parkour skills. The world is beautiful to look at and the in-game cinematics are nicely done. Much better than a cartooned sketch like last game. Audio is sweet. Lots of mixed side quests that carry their own little stories, etc. HUGE world to explore. You could easily get lost in this game for 20-30 hours. Easily.

If you can get past the fact that it doesn't have a gun wielding madwoman then you'll dig it. If you play Blops3 everyday, then, nah.

12 • 
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Scarshi

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@naomha1: Nicely said.

The video review above seemed too digital with the controls. Needed to be more fluid with the camera for better aim. This isn't the type of game I'd play using a keyboard/mouse (that's just me).

I got the first game, but held off on this one. I think you've convinced me to buy. Cheers.

3 • 
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megablast16

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Looks disappointing. One for the sales at best.

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LegendaryBadass

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Mirror's Edge: DUMBED DOWN

I was so very much looking forward to a Mirror's Edge follow-up. The most underrated game of the previous console generation, and I had just earlier this year revisited it and completed the Xbox 360 achievements.

I should have known there would be trouble when even Game Stop wasn't doing a midnight release. I picked it up this morning at Walmart. The very quick install raised a flag... could the game be short? Oh yeah, it's brief alright. Mirror's Edge wasn't a long game, but it had a gameplay mechanic that was easy to grasp by took skill to master. Catalyst dumbs down that nuance. It's easy, through and through with no hint of challenge. Those complaining about the short game play last time got their wish: a bland, lifeless open world full of item hunting.

I'll be posting my video review later this week: https://www.youtube.com/user/VaughnJogVlog

2 • 
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Gelugon_baat

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Having watched some hours of someone else playing this game, everything about this game thus far irks me.

The dystopian setting does not always make practical sense. For one, people like Giant Bomb East has pointed out that ad billboards are located at places where they can't be easily seen. Then there are oblivious civilians standing around on the rooftops, sometimes at places where it is not clear how they got there in the first place, i.e. no access doors or even stairs nearby. Considering that the game has touted itself as atmospheric and such, this does not meet expectations.

Then there are the enemies, all of whom are dumb mooks that simply cannot fight Faith one-on-one; even the armed ones are terrible, shitty shots that they are. Therefore, the game increases the "challenge" by resorting to wave after wave of enemies, and it is not always possible to simply outrun them.

Next, there is the combat. I know that the first game was slammed for having shitty gunplay, but throwing it out altogether instead of fixing it for implementation in the sequel is a half-assed solution, regardless of whatever narrative reason that the game has for not having Faith shoot the shit out of mooks instead of kicking the shit out of them.

This game just reeks of terrible execution.

2 • 
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kenundrum7

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@Gelugon_baat: You watched someone playing this for hours?

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Gelugon_baat

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Edited By Gelugon_baat

@kenundrum7: I just tuck the downloaded videos into a region of my screen while I do something else with the rest of the screen while they play.

It's easy for me to multi-task.

Knowing you, kenundrum7, I get the impression that you are trying to ridicule me. If that is the case, you are wasting your time.

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kenundrum7

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@Gelugon_baat: People can make their own judgements.

Some people are just easy targets.

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deactivated-58068e533d0c3

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If I'm going to play a hold your hand game like Mirror's Edge Catalyst, Remember me is a much better game than this. I'm hoping for Remember Me sequel.

2 • 
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towelgirl21

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@rebfaction: it can be called "Remember Me 2: The Remembering"

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SonyPony4eva

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Mirrors Edge is a Black Friday game or one you get for a much cheaper price on Amazon or Newegg a few weeks after release. Don't ever go full retard and spend $60 for a linear parkour game lol. I did enjoy the 1st one though when I had my 360 last gen.

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Thanatos2k

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@sonypony4eva: I got the first Mirror's Edge for $5 on a Steam sale, and that's about how much the game is worth.

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Stesilaus

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Why is the video broken into 4-second segments separated by 8-second intervals?

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