It seems like every few months, after everyone has almost given up hope, someone at EA or DICE will mention a Mirror’s Edge sequel. The most recent case of this was in early July, when EA exec Frank Gibeau told Game Informer, ”It’s on the list. It’s just about looking at what teams are available, who’s got the right quality approach to it, and who understands it.”
It’s been almost four years since the original game came out, and while the initial response was lukewarm, it has since blossomed into a well-regarded title, often praised for its bravery to try something different. It’s a game that I loved the moment I first played it, and is still one of my favourite games of the current console generation. As such, I’m anxious to see a sequel, but I’m also wary of what a sequel might become if EA tries to turn it into a more broadly-appealing franchise. Continue reading
In November of 2008, something crazy happened. Electronic Arts, a publisher who had managed to build a reputation for being unadventurous throughout the beginning of the 21st century, published what might be the most adventurous game of the current console generation.
This wasn’t an entirely unprecedented move on EA’s part. With the changeover of CEOs in 2007, EA had begun to release some interesting new IPs. Among them were games that went on to be quite successful franchises, like Dead Space and Mass Effect. None of these titles were quite as risky or progressive as what was to come, however.
The game I’m talking about, some of you have probably figured out by now, is DICE’s Mirror’s Edge. Taking a step back from their popular Battlefield franchise, DICE proved to the world that first-person platforming can indeed be made to work well. They also proved that you can make a first-person shooter without having gunplay be the primary gameplay mechanic. Continue reading