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YMMV: Mirror's Edge
  • Alternate Character Interpretation: The Runners. Are they freedom fighters, as they believe, or small-scale terrorists? The story would be the same either way, and would even have a happier ending if the latter were true. Not for Faith, but for the city.
  • Anticlimax Boss:
    • The Final Boss, Jackknife, who you kick off a helicopter.
    • Minor villain Ropeburn is even less climactic, although he makes up for it in sheer frustration potential. To elaborate, Ropeburn charges at you with a metal pipe, and you are supposed to press the disarm button as it turns red (due to Runner Vision). The problem is that you need to actually press the disarm button quite early (just as the pipe starts to turn red). However, the frustration potential is totally subverted when you realize that the game doesn't punish you for pressing disarm before you're supposed to, so you can get through this scene 100% of the time by simply mashing the disarm button.
  • Awesome Music: Faith is Still Alive... To emphasize how awesome the song is, if you listen closely to the in-game music, they all seem to subtly build up to the end of the game when the song finally plays in full. In fact, the main menu music is a stripped version of the main melody.
  • Breather Level: One could consider the elevators in the game as this. Also, Faith takes a few breaths, literally as well while in them or when you stop.
  • Broken Base: There's some controversy over the Mirrors Edge prequel not having the original game's writer.
  • Disappointing Last Level: Chapters 7 and 9 (out of 9). Everywhere else you're gleefully flying around like an amphetamine-overdosed monkey. In these two levels you're a mouse in a maze being chased by amphetamine-overdosed cats. At least in Chapter 9 you can learn to be a sneaky monkey.
  • Demonic Spiders: The "Pursuit Cops" (almost) always avoidable, but the battle rifle-wielding bad guys aren't and can be nearly as frustrating to kill. They actually wear... protection.
  • Funny Moments:
    Merc: (after Faith jumps off of a crane, onto the load of another crane, onto a crash pad) Goddammit girl! Did you just do what I think you did? I just spilled my Joe all over the keyboard!
  • Heartwarming Moments: Every time Faith and Kate hug one another, specially in the Ending's one.
    • The soothing power of the "Puzzle" themes for the last two levels (warning: possible spoilers) makes up for all those times you've fallen to your doom.
  • Suspiciously Similar Substitute: With Portal, not that that's a bad thing though. Short game with complaints about said shortness, modernist white spaces, high velocity first person movement, themes of control and rebellion, female non-white protagonist, a song called "Still Alive".
  • Hell Is That Noise: The weird, distorted wind followed by hideous bone-crunching sounds whenever Faith falls off a skyscraper, as well as the sound of any oncoming train right before it hits her.
  • It's Short, so It Sucks : Just like another experimental game, some people complain about its length.
  • Nausea Fuel: The camera perfectly follows Faith's eyes, meaning when she rolls to break her fall, you'd better hope that little dot in the middle of the screen does what it is supposed to do.
  • Nightmare Fuel: When Faith falls to her death. It's accompanied by very realistic sounds and cinematics, to the point of inducing vertigo. Made even worse if the player is wearing the Oculus Rift, as they would literally see themselves falling to their death as opposed to just watching the monitor.
  • Scrappy Mechanic: First-Person She-Fu is hard, and unwanted.
    • Wall jumping to a parallel platform is near impossible without Bullet Time. Too bad the hardest puzzles all need it.
  • Tear Jerker: Not an outright one, but fairly depressing - in the Maintenan- er, Janitor's "Office" in the subway, he has a hand-drawn and very sloppily-spelled "Diploma" on his wall in crayon, along with a certificate of appreciation in the same style.
  • That One Level: A few candidates, depending on if you're playing a Pacifist Run or not:
    • The lobby shootout at the end of Chapter 8 is fairly tough even with a gun. Doing it with your bare hands will make you scream.
    • The shootout inside Pirandello-Kruger has several guards up on walkways, so you have a lot of exposed ground to cover before you can get a gun. On Hard mode, they can potentially kill you before you even reach the walkway.
    • For a more peaceful example, the CRC building has plenty of places where you can accidentally vault over a platform you meant to climb onto.
  • The Scrappy: Jacknife for being a pretty generic, cocky villain.
  • Uncanny Valley: Faith's animations look fine from a first-person perspective. But if you install a mod to play it in third-person...
  • Vindicated by History: When the game initially came out, reviews were mixed and lukewarm. Sales weren't of EA's liking. Now the game is developing into a Cult Classic and fans are eagerly anticipating the sequel.

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