Mirror’s Edge Catalyst sucked. I could go on for paragraphs about how it ruined the first game’s incredible sense of momentum by placing you in a boring open world which necessitated back-tracking, repeatedly interrupted you with its collectables, audio-logs and side-missions (some parts of the game even make you hide, slamming the game’s momentum face-first into the ground). How it switched out the joy of running and climbing through the first game’s visually-stunning employee-only hallways, malls and subway stations and replaced them with boring, glossy eyesores and other garbage. How it took out the first game’s micro-story told through cute animated cutscenes, television screens, and background radios and placed its bloated mess of a story front and center. Instead, I’d like to focus on the thing that disappointed me the most: the removal of guns. It’s mind-blowing that they could get it so wrong.
A lot of people thought the guns in Mirror’s Edge 1 sucked and subtracted from the parkour gameplay. Some people suggested the only reason they were put into the game was to appeal to a mainstream audience. Here’s the thing though: the guns are actually incredible. They’re one of the best things in the game. They take down enemies fast, they’re loud, have no ammo indicators, and are huge and cumbersome (almost unwieldy), like how a gun should feel. Using them is a treat. They’re an addition, rather than a subtraction, to the game’s sense of momentum, making for some incredible gameplay situations.
For most of the game you’re running and climbing, but sometimes you have to deal with enemies who are against your youthful parkour ways. At the beginning of any combat encounter, the odds seem stacked against the player. You’re up against a bunch of armed guards, and because you were too busy climbing around, you’ve got nothing but your fists. But your character is fast and agile, and these armed guards are slow, so you pick your target, close the gap with speed, kick their ass and disarm them. Now you have a machine gun (ho-ho-ho), and something amazing has occurred: now these slow enemies are sitting ducks and you’re now both armed and fast. There are a few sections in the game where you’re up against snipers who are firing at you from above, but once you use your parkour to make your way to one of them, it’s payback.
Towards the end of the game you’re chased by a bunch of enemies who are invulnerable to melee attacks, just as agile as you are, and can take you down fast with tasers, but cannot be disarmed, so in this situation you have no choice but to run from them. You’re backed into a corner, and it seems like you’re screwed. Then, a cop busts down a door - he has a gun. He has unwittingly doomed his friends. These combat encounters allow the player to climb this power hierarchy and make for such an incredible gameplay mechanic.
People may not know it, but Mirror’s Edge also has the greatest vidcon version of the lobby scene from The Matrix. On the last level of the game, you enter a large lobby. Your destination - the elevator - is at the end of the lobby. Guards swarm in. You make for the first guard, a weakling who goes down easy. You take his weapon, and start emptying the clip into the next more armoured enemy further down the lobby. You toss away your empty gun, dash towards his body while avoiding gunfire, take his gun, and repeat on the next target. You’re now chaining together kills, until you get to the last guy who holds a large machine gun. You take him down, slam the elevator button and pick up his gun, pondering why the game would treat you to such a huge weapon in an empty lobby. Then you hear backup entering the lobby from the rear.
I wish more games would treat guns this way. So far it’s just this one, Breakdown and Alien: Isolation.