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It was simply, for lack of better definition, 'iconic'. Now, the original game had fascinating environment designs. Then we have what is arguably the main character of the game: the world and its environments. And every other character was just the bare minimum of what defines a 'character'. Icarus felt like a throwaway character that by accident got way more script written for than originally planned.
Noah is 99% Nathan Drake in looks but 1% in charm (and memorable). Plastic only becomes somewhat tolerable further in the story.
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Faith comes off as clueless and ignorant far too often. It's mainly the stupid characters that are stupid. But that said, because the game does shove the story down your throat quite a bit, let's get it out of the way: It's stupid. after playing the 2008 there was little reason to expect anything better - and let's be honest, it's the parkour gameplay you came for, not some award winning quality story. It's also perfect for background music when working/studying! Even without a Still Alive and Kate equivalent, it's still become one of my favourite video game soundtracks. You may hear some subtle cute cues in the tracks referencing the original's score. However, giving the soundtrack a separate listen I've really grown to love it.
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In Catalyst, however, the music is way more. Somewhere I was definitely hoping for more of that Solar Field energy from the original. The music felt off the first time I played it. (Finishing off a K-Sec by breaking their helmet visor is an incredibly satisfying effect lol) Good thing they also ditched the option of carrying guns and going completely Rambo on everyones asses. And fighting, while still incredibly clunky, was also improved on quite a bit. Of course, this is only the case if you checked out every skill in the stupid skill tree. Which now feels somewhat 'wooden' in comparison. Really something I took for granted after I tried playing the original afterwards. Moving Faith through the environments feels incredibly smooth. The main campaign was fine from a gameplay perspective, but considering the story is aboutĬompared to its predecessor, they definitely tightened the controls a lot. "Deliver these flowers in 43 seconds before they die!". Otherwise, you're flooded with pointless collectibles and point time challenges, or pointless delivery missions. There is no lore or story implications at all worth doing these for. The side quests (note: big enough of a deal to deserve the word "quest", or it might have been "mission") were effectively absolutely pointless. The open world itself was filled with absolutely garbage side content. It controls really well and other games could aspire to control like that. It genuinely did feel good to navigate the world with the mechanics at your disposal. The game shined brightest when you had unlocked all of the skills and were on a mission that doesn't take place in the open world. The parkour mechanics themselves were tight as ever, though some skills initially locked behind an unnecessary experience/progression system, whilst running around an unnecessary open world. Since it's now available on Game Pass, I downloaded it (finally) to give it a go.