Original Mirror’s Edge was one of new era of Electronic Arts in which the company has expanded its catalog of games then fresh series such as Mass Effect, Dead Space and Dragon Age. Unfortunately for those who enjoyed the first person parkour, Mirror’s Edge has achieved a weak financial result is in contrast to the above series to its continuation waited for eight years. One can assume that EA and DICE were looking for the best way for such a game to get closer to a wider range of audience. And from what they deliver in Mirror’s Edge Catalyst seems to them the best answer they could come up with was – an open world.
On paper this is a great idea because Assassin’s Creed and Dying Light has already demonstrated how parkour in a sandbox environment is quite viable model. Catalyst is therefore embraced the open world as its greatest novelty, but it was gambling that his move is in practice only partially paid. On the one hand we got a polygon which is in general more meaningful than separate tracks from the first part. On the other hand we got the ground that despite operates empty when it can only run and jump.

Worth noted that an open world in the Catalyst does not mean complete freedom of movement. The main and side missions here are mostly linear, but you are free only between them. The missions are mostly fun because they have a kind of puzzle elements. The most prominent are the so-called Grid Node missions that are the traditional “tower” whose winning unlocks location for a quick trip. In addition, there are several missions in which you build speed and the adrenaline feeling parkour sought to evoke the first person perspective.
While you are engaged in missions,it’s not so obvious that in the game you only run and jump. But then the same thing goes on in an open world to notice how you usually get one and the same routes. The city is, in fact, designed. The design is unobtrusive neighborhoods that parkour is fluid and attractive, but the quarters are separated by gaps that you can skip only with the help of hooks, and only at specific locations. Navigating the city is therefore at the end of boring and repetitive.

After the end of the game you won’t not need to be afraid that it will miss the additional content and challenges. Instead of additional tracks and challenges added through DLC packs, DICE is at this game decided to user content. Anywhere in said open world, you can make a challenge, or a path for other players by setting a start and run a route to the destination which you yourself outline. You can also play tracks made by other players and compare your skill parkour across the network scale.
Competing with the results of other players does not bring you any awards but I do not believe that this “race” can keep the players for a long time. If you connect it to the conclusion that the main campaign short and open world most boring, it can be free to declare that Mirror’s Edge Catalyst no real reason that would justify its price. Instead there is the syndrome that is not naturally bad game kind of know to see, but in this moment the continuation of what is not needed. Innovations are a useful part as his well-known in some segments of the wrong orientation. In this state definitely not the impression peculiarities as it had the first part.



