Showing posts with label Mirror's Edge. Show all posts
Showing posts with label Mirror's Edge. Show all posts

Friday, November 13, 2015

Mirror's Edge Index

I've talked about the game a fair amount, time for an index.

  • Mirror's Edge, and my playing of it - A spoiler free post in which I talk about the experience of playing Mirror's Edge and the good and bad points of it.  I should probably make a new post about this because some of the bad things seem a good deal less bad at this point in time.
  • Fractured Mirror: Post Two - More looking at how the plot could diverge, and some of how that could lead to a greater variety of gameplay.

Thursday, January 24, 2013

Fractured Mirror: Post Two

You know, this was originally what I was supposed to post when I finished walking home sixish hours ago.  And crap there's a ham that needs to be put away before I go to bed.

Anyway, massive spoilers for Mirror's Edge, and first post on this concept is here.

So, as I've said, more beginning, and no reason for there not to be plot in that beginning.  Also some kind of conversation system, so that you can convince people not to do things they do in the standard story (like telling Merc to get out when it's obvious his position is compromised and completely unsafe), and generally interact with people on occasion.

I also think that it would be a good idea to have a way (probably pretty damned hard) to avert Pope's assassination just because that's such a vital part of the plot that seeing how things spin out in different directions without it should be very interesting.

But what I was thinking about on the walk home started with the scene in Mirror's Edge that started with Pope's assassination.

He's dead, you're talking to your sister, I think there should be a way to convince her to run with you because:
1) Why not?
2) It both restricts and expands what you can do.  A two person team would be able to get to places a single person couldn't, so new areas would open up to you, but at the same time Kate isn't a runner so she couldn't be counted on to do all the things that you do which would close off paths that would be open without her.
3) The plot spins off in a different direction and that's a big part of what this game would be about, the player makes a decision and it changes things.

But, carry on with the standard escape except make the enemies more realistic to the plot.  In the game they're all PK, who will tell you, "Halt or we will open fire," but in fact will open fire regardless.  In reality all available units were called in because the assassination of one of the four candidates for Mayor of what seems to be either a semi autonomous city or an outright city state (meaning it's more like the assassination of a presidential candidate) is the biggest crime that's happened in, like, ever.  And sudden valley girl accent aside no matter how PK tried to set things up there's no way there wouldn't be actual police included when all available units were called in.

So there should be CPF there.  In the game there isn't, but there should be.  And when it comes to the CPF, "Halt or we will open fire," should mean, "If you do halt we won't open fire."  Which means being captured, which means being interrogated.

And then there's all sorts of opportunities.  Faith could take the blame for Kate, it's what Kate's boss was willing to pull a gun on Faith to do.  If they arranged a deal, Kate gets the blame taken off in exchange for security lapses that allow Faith to escape then they could:
1) Clear the CPF, which was the entire reason for framing Kate.
2) Make PK look ineffectual since they're presumably the ones holding Kate and Faith.

Which would change the trend in the game of PK taking more and more power from the CPF by using the scandal of Kate being the caught "assassin."

But it could also lead to Faith going to PK early, or Faith going to the Shard early.  The city is wired for surveillance, cameras everywhere, everything tapped into, all non-runner supplied non-face to face communication monitored.  There should be exonerating evidence, and the only way there wouldn't be is if the files were somehow deleted or they were refused to be released, both of which would send Faith to the Shard.

But rewind again.  Say that Faith gets away as she does in the game, but rather than going to Jackknife she tries to break her sister out.  Information later, free Kate now.  Now she's breaking into a holding cell at a jail/police station/PK facility.  Now this is changing things.  New mission, different focus (no way Faith should be taking this head on, should be stealth and sneak) different style, different outcomes, different plot.

Rewind again.  What if Faith is strengthening her association with Celeste, renewing their friendship since she got taken out of commission, telling her stories about how much Kate means to her and how she owes Kate for past mistakes, arguing the point on what constitutes living as opposed to surviving and gradually turning Cel to her side?

With the extended beginning and the interactive rather than prescripted conversations (well interactive prescripted conversations, I'm not advocating an AI conversation partner, just branches) there would be a lot of time to make Cel feel pretty damned attached to Faith and then if you follow the canon plotline to the Mall, maybe seeing a small army trying to kill Faith would flip her.

So much of the game is spent trying to find Pope's killer, what if she then gets Pope's killer on her side?  Coming to her rescue even.

Consider the original Pink Panther movie.  It really wasn't all that good and in truth the only one that mattered was Return of the Pink Panther, but think of the original.  Why wasn't Clouseau in any danger at the end when he was convicted of being the Phantom?  Because the Phantom would strike again.  And when he did it would prove that he couldn't be Clouseau because Clouseau would be in prison or jail at the time.

Knowing how Cel was dressed for the assassination Merc or Faith probably have contacts who could leak to the police that there was someone dressed like that there, even make the argument that that was the suspect who got away.

If Faith could sneak in and talk to Kate she could have Kate give a description that matched that.

Then all they need to do is leak a little bit about Icarus (Cel's assassin garb is pretty clearly a modified project Icarus suit) to trusted members of the police, that would make them suspect PK (which honestly they probably already do) and then set up a second assassination attempt.  There are, recall, two other challengers for Mayor left alive.

This would be even better if Faith could find an honest news crew to cover it.  Have it work the same way, A CPF Guard seems to be alone with the Mayoral candidate, Cel in full assassin gear knocks the guard out and then is about to shoot the Mayoral candidate with the guard's gun when... well probably the smart thing would be for the gun to be empty, but either way CPF guards jump out, honest news crew, if there is one, is filming it from neighboring building with a telephoto lens.

Cel makes her getaway using a prearranged path she worked out with Faith.

It's proof that the CPF is being framed, Kate goes free, Cel was so covered up she hasn't implicated herself, and if any details of project Icarus were released PK is implicated in the Pope assassination.

When the game ends the corrupt Mayor is still Mayor, but PK is on the way down, legitimate forces of law and order are on the way up, and the corrupt Mayor is probably under investigation for his relationship to PK since there are signs all over the city with his name right next to their logo, not to mention the fact they (apparently) were trying to take out his competitors to secure the election.

Completely different end to the game, very different plot, flows from what's already there.

Or maybe...

Locate key junctures in the plot, see what other directions they could have gone in.  Focus on running.  Faith isn't a fighter.  If she goes to the Shard early maybe she should walk in the front door as if she were taking a tour and then quietly slip into the ventilation system/maintenance corridors on an upper level.

Run and hide should be a primary strategy, with stand and fight being a secondary option used as a last resort, but most of all, make it feel like Faith matters.  Her actions spiral out and change the world.

If she goes to Kate instead of Jackknife that changes things,  If she surrenders instead of runs that changes things.  If she flips Cel just by being a really good friend, that changes things.  If she tells Merc to leave, that changes things.  If she stays with Kate, that changes things.  If she does X instead of Y that changes things.

* * *

Saturday, January 19, 2013

Fractured Mirror: idea for a hypothetical game based on Mirror's Edge

Ok, so, I've mentioned Mirror's Edge more than a few times on the blog. 

When I wrote what I would do differently it was in trying to keep reasonably close to the game as it exists in spirit at least, and taking into account the limitations of game making.

This is forgetting about real world concerns and budgets and timetables and such.  And also taking into account the desire to have the player's actions affect the story described here.

"Fractured Mirror" is an attempt on my part to give an impression in the multifaceted reflections that appear in a broken mirror, each one showing a slightly different angle on the world.

So, first off, options.  I don't want to force anyone to micromanage things but I think the possibility should exist because maybe someone wants the graphics pushed to their maximum extent but hates bloom with a passion usually reserved only for Nazis and people who kick puppies.  They should be able to say that they want a custom graphics setting and push everything else up to maximum while turning off the bloom.

Same with difficulty settings, in addition to preset levels, things should be able to be customized so that, for example, running is at it's most difficult while combat is at its least, or vice versa.  And how hard running is should be part of the difficulty settings.  (which basically comes down to how long of a distance ahead you can hit [button] and still have it work.  If you can, for example, jump farther, than there's a longer window when it's ok to hit the jump button without resulting in "If I jump now I'll fall short" or "I just ran off the roof, now it's too late to jump."  Jumping, sliding, wall running, and such all could be made longer to have less difficulty and shorter to have more.  Hardest would be you have to hit the button at more or less exactly the right time, easiest would be that there's a fair amount of leeway.)

Saving should be an option.  It should be an option because:
1) You should be able to leave the game at any time without losing your progress.  The real world is real and cannot always be ignored.
2) Sometimes something is just fun or interesting to you and you'd like to come back to it later without having to go through all of the stuff that leads up to it.
3) The checkpoint system does largely work, but sometimes it does so in frustrating ways where making a save even a few seconds after the checkpoint could eliminate a large portion of that frustration.
4) Sometimes in a game you want to do something suicidally silly, but if you can't save it will cost you all your progress.  Thus without saving your fun is decreased.

At the same time, having a no save run should be an option for those who get less enjoyment out of a game with saves but lack the endurance to resist the urge to save.

Other than training, which has good reason to be linear (it's training) I'd try to make everything less linear.  Mirror's Edge as it is doesn't always force you into one path, but it avoids doing so in the same way a freeway does,  Generally speaking it has multiple side by side lanes, sometimes a bottleneck will force all the lanes into one, other times you can go, "Look at all the options," because there are four lanes, but overall it's still linear, you've just got wiggle room to the right and left and maybe the occasional short cut.

Generally speaking things involve getting from point A to point B, so there's a degree of linearity there, but I'd like more than one path to make it there.

I'd also like more free range things.  For example in the game that exists if you opt to stay in the training area, you're not left alone with free run of the training area, but instead go back through the tasks.  I'd change that. I'd make it so that if you opted to stay in the training area you could do whatever the hell you wanted in there, no objectives, no teacher, no in-game cutscenes.

I'd have a sort of home base level, built around Merc's Lair, where you could practice your skills between missions.

And on the subject of missions, I'd have more of them before the plot kicks in.  Right now you get one highly irregular mission.  I'd have you getting a feel for what normal missions are like which would give you a chance to meet clients and other runners (beyond the two you run into in game) so that you could get a sense that:
1) There really is an extensive network of runners.
2) This network matters.
3) People of all sorts (from the good to the not so nice) depend upon it.

Also this time would give you more opportunity to hear about Pope, who will be important, and get a feel for the hope for something better that he gives to people.

Moreover you could be crisscrossing the same area in myriad different ways and in so doing get a sense of how the network is a web, not just a bunch of lines the way it appears in the real game.

This section would be one that you could skip if you wanted to, which would probably involve a conversation system where you can say, "I'm done for the day," and the last mission of the day would be the current prologue.

I'd have there be a reason that the PK people were all shooty, and this is where things would start to change, plotwise, a lot.

The reason would be that the package was something somehow related to the Pope assassination.  It could be anything from a warning to orders that it be carried out, but in the case of the second it would mean that the PK troops were only shooting to make sure Faith never had a chance to open the package before delivering it to Cel, where in the first it would make perfect sense to really be trying to kill the messenger.

And in comes that conversation system I talked about.  If you could tell Cel to just run, it's too dangerous to take it from you so you'll get it the rest of the way yourself, then you could deliver it personally and if it is a warning Pope gets warned which starts to change stuff.

If you could find a quiet spot to hide and open the bag to see what's inside then you'd have a reason to go warn Pope, or at least go when you hear that your sister is meeting him.

If Pope isn't assassinated then you're off to find out more about Icarus right away, as well as constantly trying to keep him safe, you'd see different parts of the city and have the story go in entirely different directions.

The same is true if there were a way to somehow talk Kate into going with you when you find her at the site after Pope is killed.  If you can tell Merc to leave his lair at any of the times it makes sense to do so, if you can stay with Kate after setting her free.

All of these things send the story in different directions, and if one had world enough and time it would be interesting to see the effect the player's actions could have on the story.

For that matter, when Faith finally is clued into the fact that PK might be worth looking into, it's because she notices a sign for them, she's been seeing signs for them left and right.  I'd like to have something like a "Notice" button where you could push it when you're looking at it and have asking about it be an option in future conversation.  Ask about everything and Merc becomes the, increasingly annoyed by your ignorance and curiosity, font of exposition.  But hit the PK thing early and you could head there early, maybe bypass various other things altogether and get to try to break Kate out of jail before she's shipped off to prison thus cutting the sniper level out completely.

I mentioned elsewhere a feeling of a lack of depth to the relationships and ideas on how that could be remedied.  My big thing is to have the player be able to read things.  At the Merc's lair map I mentioned Faith could have a message center where she has communications between herself and Kate as well as herself and Celeste.

Another simple thing would be for Celeste to be handling Faith's training because, "I wanted to welcome you back myself," or some such.

When she breaks into a place I'd like her to be able to read the files/computers/whatever.  When she's in radio contact with someone who really truly should get out now because his location has been compromised she should be able to tell the person to get out now (she has three shining opportunities  the closest she comes is to make sure he has his gun close at hand in one of them.)

I'd like fewer in game cut-scenes, (let the player play the thing) and maybe fewer not-in-game ones as well.

For that matter, if Faith is running home after loosing the cops/whatever I'd make that playable.  If she's running to the docks, I'd make that playable.  Skip it if you want, but if you're interested in the running aspect of the game, those wouldn't be bad places to play because they're just running.

Finally, shit.  I forgot what finally was.  Oh, it might have been this: the game is about a runner, not a fighter, in making things less linear one goal would be to make running rather than fighting a completely viable option.  That path is filled with enemies you'd need to fight off?  Well take another path instead.

-

Imagine how different the game might be if Merc had been kidnapped instead of Kate and then you and your armed sister had to break into the Shard to free him.  Kate isn't a runner, so you'd have to take more pedestrian routes, but she is a trained cop and so should be a pretty decent sidekick to have in a firefight.

-

Things from my previous post about how I'd do things still apply, like making it so that at the beginning, especially after immediately after Pope's murder, you've got CPF making up a pretty big chunk of your opposition but then as time goes on they get replaced by PK so that the gameplay mirrors the plot.

-

Overall the basic idea would be "for want of a nail" moments.  What if Faith did X instead of Y?  So do everything the same as the original and you get the original game, but change something and you see that change cascade outward into new and different possibilities.  Like the various different reflections shown by a fractured mirror.  They all start at the same place, but minute changes in angle make them show different things.

-

[Top]

I've previously written about Mirror's Edge in these posts:

First, the lack of manual saving led me to write:
Quicksave, Cheating, and the Sanctity of Singleplayer

Then posts on the game itself:
Mirror's Edge, and my playing of it - Spoiler free impressions of the game.
Mirror's Edge Spoiler Post 1, the plot - More or less going through the plot point by point.
Mirror's Edge Spoiler Post 2, What I would do differently - What it sounds like.

And, to a lesser extent, this post involves it:
Game stories and a desire to go off the rails

Most recently:
Difficulty settings, Dark Forces, Deus Ex, TNM, and Mirrors Edge

Friday, January 18, 2013

Difficulty settings, Dark Forces, Deus Ex, TNM, and Mirror's Edge

So, I was going to be waiting around in school for a while and re-installed Mirror's Edge * to pass the time, Ended up not using it much because I got distracted by something else, but I played it afterward and it got me thinking about difficulty settings, and graphics settings, but this will be about difficulty.

A lot of things can make a game difficult, and thus a lot of things can make it easier or more difficult depending on how they are tweaked.

Dark Forces, if I'm remembering correctly**, had only one thing changed by changing difficulty level: The number of enemies.  Hardest difficulty and every enemy that was programmed into the game was there, easiest and there were a lot fewer.  It might, possibly, have also had the number of items changed.

Deus Ex (which I've been writing about) took a completely different route, it changed the amount of damage the player could sustain.  Getting shot in easy was not the same as getting shot in hard or realistic.

The Nameless Mod (TNM) a modification for Deus Ex, had preset difficulty levels like its parent game, but also included the option to have a custom level at which point the player was presented with four sliders:
Player health: The Deus Ex way.
Enemy health: Can't think of a game off the top of my head that does this.
Loot quantity: Not sure but I think this might be the Jedi Knight way (Jedi Knight is the sequel to Dark Forces).
Enemy quantity: The Dark Forces way.

As I recall (I haven't re-installed TNM since my hard drive was replaced) each slider had 4 settings meaning that there were 256 possible combinations.  Obviously the easiest possible is when you have the most health, your enemies have the least, you have the most items to find, and there are the fewest enemies, and the hardest possible is the opposite, but it's probably impossible to classify all of those that fall in between on a linear scale of 254 difficulty levels from least difficult to most.

Partially because even for a single person certain changes might cancel out (maybe making yourself and your enemies more durable leads to the same difficulty for you but longer battles) but also because it varies from person to person.  Someone who sneaks through the game unseen by anyone isn't going to give a damn about their health, or their enemies' health, is going to care less than most about the number of items available, but the number of enemies might make a huge difference since a larger crowd is harder to evade.  Someone who runs in shooting is going to absolutely care about their own health and that of their enemies.

I think that TNM's way is the way to go.  Simple one button settings for those who don't want to get into the weeds of things, but the option to get into those weeds and tailor the game to your desires.

Which brings us back to Mirror's Edge.  Before I say anything else, for the record, my life appears to be Mirrors Edge but I must be one of the pedestrians down on the street who misses all the interesting stuff.  As proof I offer this, which I walk by every time I go to or come from my psychiatrist:


If that isn't Faith Vision, what is?

Anyway, playing it again has reminded me that being able to save is vitally important*, even if it's just so you don't have to listen to the same damn line every time you try to do the difficult part (make a save a few seconds after the checkpoint and much annoyance is saved.)

But it also had me thinking about difficulty.  My understanding is that the difficulty settings in Mirror's Edge are entirely about the combat, but the combat is one of the least important aspects in Mirrors's Edge from an enjoyment standpoint. (Even the game itself says that if you see a bunch of enemies you should run away.)

A reviewer described Mirror's Edge as a game in the closet, a racing game pretending to be a first person shooter, and when it pretends it's awkward and uncomfortable but when it, in a moment of unselfconsciousness, is just itself the wonderful game that it could be, if it only embraced its true nature with pride, shines through.

I don't agree with that entirely, if it were just a racing game I wouldn't be interested in it because I'm a plot person, and the plot does work, not as well as it should, but it works.  I think it's a running game.  Some of that can be racing, and the game practically screams out for a multiplayer where you can race your friends in real time through the urban jungle.  I can see that even though I'm not a big multiplayer person and likely wouldn't play it.  But as a running game, running should be the primary component with combat being a thing for when you've screwed up.  The parts of Mirror's Edge that work best are when you're just plain running or when you're running away.  People are shooting at you, some from a helicopter, and you're running for your life as bullets land around you.  It can leave you with caught up in the action with your pulse pounding.

As I said, when I first played after certain sequence someone said to my character, "It's ok, you can breathe now," or something like that and I let out a breath that I didn't know I'd been holding in at the same time my character did.  That was good gameplay.

But if Mirror's Edge is, as I contend, a running game rather than a fighting game, having the difficulty levels based on fighting is a mistake.

Consider the options given by TNM: Player health, Enemy health, Loot quantity, Enemy quantity.

Loot quantity is impossible, there's no loot in Mirror's Edge.  Player health, and Enemy quantity matter at the margins of running, how many hits you can take as you run away, and how many armed people you're running away from are both somewhat important, but only somewhat.  Enemy health only matters if you're trying to take out the enemies, which as I've said, I feel like it should be an option of last resort.  Something like a, "I screwed up but the game ain't over yet," sort of thing.

The real gameplay is in the running, and so if you really want difficulty settings that matter they should affect the running.

Some things that come to mind:
First and foremost would be to change the way running works itself:
There's a window in which if you hit the jump key you'll be able to jump the gap in front of you (this window is determined by how fast you're moving when you jump and how far you can jump) that window could be expanded or contracted, the simplest way would be to alter how far the player can jump, there are possible problems with this (you might jump over the thing you're aiming at) but they should be fixable possible problems.  Expand the window for easier difficulty, contract it for harder difficulty.
A similar window exists for if you're trying to jump kick someone, if you're trying to jump an obstacle, and such.  The same adjustment (how far you can jump) could be used to make things easier or harder as the player desires.
A similar window exists on whether or not a slide works out (used to slide under obstructions and to slide kick) by adjusting how far the player can slide you can have anything from the player has to hit the slide button at just the right moment (hardest) or a player has extra leeway on when to hit the slide button.
Timed events:
Certain things have to be done within a certain amount of time, for example push a button, run to somewhere else before the timer runs out.  Decreasing the time on the timer would make things harder and throw a bone to the diehard fans, increasing the time on the timer would make things easier and make things better for the less leet fans.
Do something about those god damned trains.
I'm not even sure what, maybe just make them faster for harder, slower for easier.
Button combinations:
Some things require you to punch in a bunch of buttons in sequence and if there were somehow more leeway for the game to realize "Oh, that's what you're trying to do" it would make things easier, less and it would make things harder.  That said, I'm not even sure if that's possible because the game uses buttons to do multiple things, so adding leeway might make it so that when you're just trying hit the button not as a sequence you get delayed and it fails.
Of course another option on the making it easier side would be to just use more of the keyboard.  Instead of hitting three buttons in a row you just hit one button that says, "I want to do X" and if you can do X then you will, if you can't then it'll act like you tried to do X only to have the architecture not be there.  But that's only a way to make things easier, where everything else I had a way to make things easier or harder, as the player desired.
And that may be all for now.  If I were making Mirror's Edge, and someone told me I could only have three difficulty settings, easy, normal, hard, I think what I'd do is have easy be one where you can jump farther and slide longer (possibly combined with more health for Faith and/or less for enemies) normal be as it is on current normal, and hard be one where you can jump and slide shorter distances (but still enough to make things) so that you have to time things just right (and possibly also less health for Faith and/or more health for enemies.)

Because if you've got a running game, difficulty should focus on the running.

But a better solution would be to offer easy, normal, hard,and custom, and then (like TNM) give sliders for various things if the player chose custom.  That way if someone thinks the running is too easy but the combat too difficult they can make the running harder and the combat easier.

And that's my general thought, have presets for those who don't want to take their time fiddling down in the weeds, but have the option to customize as well.  And also make sure that the difficulty, be it default presets or customizable, reflects the kind of game it is.  Otherwise it feels like it's changing how well vehicles handle in Deus Ex, a game that takes place entirely on foot.

* * *

* I've previously written about Mirror's Edge a few times.  First, the lack of manual saving led me to write:
Quicksave, Cheating, and the Sanctity of Singleplayer

Then posts on the game itself:
Mirror's Edge, and my playing of it - Spoiler free impressions of the game.
Mirror's Edge Spoiler Post 1, the plot - More or less going through the plot point by point.
Mirror's Edge Spoiler Post 2, What I would do differently - What it sounds like.

And, to a lesser extent, this post involves it:
Game stories and a desire to go off the rails

** It's been a while, I should re-install it for some good old fashioned 1995 gaming.

Saturday, June 9, 2012

Mirror's Edge Spoiler Post 2, What I would do differently

To recap what I've said about Mirror's Edge, I first talked about the non spoiler related experience of playing, and I went through the entire plot, basically point by point, in much greater detail than could have possibly been called for.

It's taken a while to get here. When I started writing the spoiler post I thought that this would be part of it, when I started writing the post before that I thought that that would be my only post on Mirror's Edge, and actually, originally, the Mirror's Edge post and the Sanctity of Singleplayer post were supposed to be different parts of a single post.

Anyway, I'm here now and what I'm going to be talking about is the handling of the setting and plot in general as well as how I would have done things differently.

-

After the crushing of dissent the runners became the only means of communication not subject to government surveillance. They would physically deliver messages and such from place to place.

This is the basis for everything in the game.

Without the network of runners the gameplay wouldn't be possible because buildings were not designed around the idea that their rooftops would be pathways, modifications needed to be made to them. Sometimes these took the form of wooden extensions to make the gap between buildings small enough to jump when otherwise it would not be, sometimes these took the form of ziplines which allowed for travel over still larger gaps and also to move across differences in altitude that would otherwise be impossible to traverse.

Without the network of runners the plot would not happen. The people using the runners as a means of communication were dissidents, the last surviving opposition to the administration. If there would be any resistance to the administration, it would come from them. Even if there weren't they could still be potentially problematic, and those in power wanted to be rid of them. Step one is to take out their means of communication. To remove their ability to organize. To get rid of the runners.

To this end, Project Icarus was created. Pope finding out about this led to his death.

No network of runners means no Icarus means Pope isn't murdered, means Kate isn't framed which means there's no plot.

The network of runners is vital to explaining everything that happens in the game, and yet you never really get a sense that there is a network.

Every time a runner is shown or mentioned it is one of three people: Faith (the main character), Celeste (shortened to Cel) or Kreeg. Every time an operator (the people who direct runners, tell them about jobs and look out for any trouble) is mentioned it's one two people: Merc (shortened from Mercury) or Drake. That's it.

It would be one thing if this were because the only time people are mentioned is when you bump into them, but that's not how the game does things. At one point Faith will find herself in a place where surveillance has been done on all of the runners in the city of millions. Not just the runners but the entire network (operators too, for example.) Guess which five names and faces show up?

There is never, ever, in the game some indication that there might be other runners out there other than the fact that the entire plot would collapse if the network were limited to three runners and two operators. You never hear the name of a runner you haven't met in person. You never hear Merc telling you that someone other than Drake passed him information. When you see the list of runners it's only the people you've already heard about.

That's a problem.

What's annoying is that it's an easily solved problem. There at times when people are discussing things when it would be easy to drop in some other names. When talking about the police being unusually quick to pull their guns Celeste or Merc could mention that it's happening to everyone with [handful of names] reporting similar incidents. It wouldn't be hard to have an “and [someone]” tacked onto the end of something, like, “Drake and Iris are saying there's heat at...”

And most of all the list of names should have included names other than the five. If you really want to give a feeling that there's a whole network out there have a lot of names (text only to save the trouble of producing an image for each) scroll by when Faith looks into the files, with most the the names being mentioned nowhere else because the network is too expansive for all of them to come up in conversation in such a short time.

The basic point is that there needs to be the impression that the network extends beyond what is directly seen in the game, by making every singe reference to a runner or operator go back to those five characters it makes it seem like what you see on screen is the whole network.

-

Another problem I see with the way that the game handled running is that you never really got a feel for the job. You only had one job in the game, the prologue, in which you delivered a bag a middle leg of the journey while police were uncharacteristically willing to shoot.

Since it's uncharacteristic it means that you have exactly zero experience with how these things normally go. And once its over that's it, the plot starts and you will never go on a job again.

Making the runner network seem like an actual network could be done with tweaks to dialog, or some in-game text if they made it so that things like computers or notes could be read. No major changes to the game play necessary, on this point though I'd recommend major changes to gameplay.

Looking at the way the various levels fit into the city a couple things become apparent. One is that, while you might have a choice whether you climb over an obstruction or go alongside, the game is pretty much linear. (There is one path, it just has wiggle room to the left and right.) The other is that none of the levels intersect.

The runner network should be like a spiderweb, a collection of paths going in all sorts of directions and intersecting all over. The way the game is set up makes it seem like a collection of one way lines that never meet each other.

I'd change that in the opening levels, extending the prologue in which you're actually doing the work of running and make it so in those levels you saw that, at least when not being shot at by piles of police, the network really is a network, not a bunch of disconnected lines.

One way to do this would be to have levels like the ones currently in the game, but have them intersect. So you'd get a chance to see the multiple directions you can go from a single place, even if you didn't have the freedom to try them all out any of the times you were there (because you were working and thus didn't have time to deviate too far.)

A different way to do it would be to make a large level that, instead of having one path through it, was an area you could find your own paths through, and have the player crisscross it doing jobs.

The downside of making a non linear level is that it means you're doing more work to make it, instead of being able to make one line through the space, you have to make the whole space. The upside is that you can potentially reuse it without forcing the player to retread the same space. There's more of it, so you can get more game out of it.

Also, since the jobs you'd be doing would be, you know, jobs, you'd get a feel for running. Maybe you could occasionally hand off a package to someone who wasn't one of the two other runners in the actual game. Maybe you could have met some clients and gotten a feel for who the administration is planning to eliminate once they're done with you.

Or maybe not. But I definitely feel like if you'd spent more time working as a runner it could have gone some part of the way toward making it feel like the work that runners did mattered.

Also, I would have liked some more time just running before people started shooting at me just because.

I definitely understand the desire to skip straight to the plot. I've seen plenty of movies where it felt like the first half could have been chopped off without losing much of anything and actually improving the movie in the process, but this game seemed like it could have used more pure running anyway, and needed a lot of stuff established that it never took the time to establish, which says more stuff at the start before the plot took off would have been good.

A possible solution to the problem of wanting a solid foundation but also wanting to let people get to the plot soon if that's what they wanted would be to let early missions be optional to a degree. Sort of like how the training ended with you being asked if you wanted to stay or move on, completing a prologue mission could get you asked if you want another mission, or to skip to the main game.

Call it a day and your next mission is the start of the plot and shooting, stick around and you get as much prologue as you want.

-

As for what needed to be established, other than the importance of the runners, there were a few things. Pope's importance was one. All that we really get of him is Merc saying he'd be good mayor, you need more than that for a political candidate to seem like they matter.

Before the mission where you find out Pope died there is a precisely one reference to Pope, it's easy to miss, and all it says is that he's in the race, he's in fourth, and he's gaining fast the point it looks like he may overtake the near tie between the second and third place candidates.

That tells you almost nothing about him. After he's died, but before you know he's died, Merc will say that Pope is finally someone who can make a difference. The trouble is, it takes more than one person saying that to make it feel like it's true.

You can enumerate the mentions of Pope you get before meeting his dead body (four, if you're paying close attention) and that's not enough to give sense of the real possibility of difference making. Pope needs to be at the head of a movement, he needs to have supporters. He needs to have more than one person indicating that he could make things better.

I'm not saying that it needed to be something as blatant as having to navigate around a campaign rally or crawling through the air ducts of a minor campaign office while the supporters there are talking amoungst themselves about the race.

Not saying those things wouldn't potentially be interesting either, but what I'm talking about is a lower level. A sort of background radiation level of awareness of the Pope campaign. A poster here or there, an overheard conversation or news report (beyond the one that there is in the actual game) sprinkled in. Things so that you can't really point to where you learned about Pope's campaign or that he was a good candidate because it was something that you learned, more or less, via osmosis.

If you'd had something like that, then finding out that stuff was happening to Pope would actually seem like it was important as it was happening.

The player should be hearing about Pope well in advance of when Pope becomes relevant to the plot because otherwise his assassination doesn't feel as significant as it ought to.

There are other people who could use more introduction too. You learn that Faith has a sister moments before you learn that Faith's sister is in some kind of trouble. Not a lot of lead-in there.

Of course, the Faith-Kate relationship is something that's more difficult to establish than Pope's significance. I'm not advocating more cut-scenes. And you can't exactly establish that relationship by having Faith overhear things while in airvents. It is something that can be done somewhat if you've got a homebase with correspondence of some kind (which the original game does not.)

I was going to say email account, I actually did and wrote about it for a while without the obvious hitting me. Faith's entire line of work is based on people not trusting email. She might have an account open for sanitized communications with someone like Kate (Kate probably doesn't use runners), but for most of her contact she's going to have something else. Maybe physical letters, maybe electronic communications delivered by other runners on flashdrives. If the latter checking it might be identical to checking email, but settingwise it's sort of important that there's a difference.

Anyway, a fair amount of story can be told by giving something like an email account to the main character.

That actually could have gone a long way toward a lot of problems with establishing things.

The three problems I've brought up so far are the runners not really being established as anything other than the tiny handful of people you personally interact with during the game, Pope's campaign having almost nothing referencing it until after he's dead, and the relationship between Faith and Kate seeming to pop into existence out of nowhere moments before “Kate's in trouble,” became the driving force behind the plot. I'll add to that that we never really got much of anything setting up the friendship that Celeste was supposed to be betraying, which makes it feel like not much of a betrayal.

A not-email account could go a ways toward dealing with all of that. Runners who never show up could contact Faith or be mentioned in contact with her. (The fact that she just returned to work could justify some welcome back messages.) Hell, she could be invited to a runner get together or something. If she does have an actual email account (which again, is something that she wouldn't use for most things) she could be getting spam from the Pope campaign, or see him mentioned in passing in other messages. She could have correspondence with Kate and Celeste.

On the one hand, it sounds like I'm stealing ideas from X-Wing Alliance, on the other hand, it worked in X-Wing Alliance. Not as well as it could have, but it did manage to establish relationships and add some depth to the plot. (And no, I wasn't thinking about X-Wing Alliance when I started thinking about his idea.)

What I definitely wouldn't have be like X-Wing Alliance is the way that there was a completely different interface for the downtime between missions. That was necessary in that game because the game was a flight simulator, for Faith to check her mail wouldn't require anything of the sort. I've already talked about how I think it would have been a good idea to let the player read things in game (think Deus Ex or AVPII) so you'd just have one of the things that can be read be Faith's personal computer which would, I'm guessing, be in Merc's lair. (If she had a home of her own I see no evidence of it.)

Instead of just having cutscenes between missions you could have, for the ones where Faith has actual downtime (as opposed to things like “Race to Harbor” where she's simply going from point A to point B), a playable area where you don't have a mission. Somewhere that you could practice without being on the clock or on the run, and in that area you could have a computer available to check.

It would be tempting to model such a thing off the UNACO HQ missions in the early parts of Deus Ex where you could talk to various people which provided information on story, general depth, and diverse perspectives on what was happening, but Mirror's Edge is very much not the kind of game that Deus Ex was, and introducing a conversation system to it, and having to do the work associated with those conversations, would be more deviation from the original than what I'm taking about.

-

I'm pretty sure I had plenty more to say, but I can't remember what it was and I want to finish this post today.

The reason that the police [err... correction at the end of post] are suddenly in a shooting mood is never explained. They had an informal truce with the runners (“the cops don't bother us”) which they broke the day before Pope's murder and basically everyone who commented on it didn't think the assassination was sufficient to explain their shootiness afterward. Something had them violent, but it's never clear what.

Explanations can be made up (I can think of several), but none ever came close to being provided. I would have either have an explanation, or held off on the cops being shooty until after Faith was a suspect in an assassination.

-
--
-

Summing up, the major thing I would have done differently would be to expand the prolog so that you'd do more work as a courier and have more time to get acquainted with the setting and characters before the plot got moving.

If possible I'd have this expansion involve less linearity, so that you'd have more freedom in choosing your path, and get the impression that there are an interconnected network of paths throughout the city, not a bunch of linear trails created for the game.

If not possible to have a more open level, I'd have the linear levels intersect with each other, so that you could at least see that being in the same place doesn't always mean going in the same direction.

I'd also try to make a space where you could do running in downtime without the constraints of a job telling you where to go, or police trying to kill you. I figure this could have been done by making Merc's lair and the surrounding rooftops a playable intermission level. And I figure that such a level could include correspondence between Faith and others, thus fleshing out the setting and story.

Speaking of which, I'd let Faith actually read things. She keeps breaking into places with people's computers and physical files and then not really looking at anything. This could also put some substance on the bones of the story.

And random other stuff that's not really important.

-

I am very tired.  If the above is incoherent, that is probably why.

-
--
-

[Added:]

Sometimes the people at TV Tropes are not paying attention and say things that make me facepalm.  On the other hand, sometimes I'm the one who isn't paying attention.

They said that the enemies you face are all PK troops rather than CPF officers, which is to say all private security instead of police.  Now I knew that most of them were PK rather than CPF, but I was pretty sure that some of them were CPF.  Specifically, I was thinking that the least well armed, least armored enemies were.

So I went back and took a look.  As the game progresses two things happen, one is that the PK take a bigger and bigger role in city security, the other is that you tend to encounter more powerful enemies.  So if one is looking for the ordinary cops instead of the private army, the beginning is the place to look, which is just where I expected to find them.

I thought, for example, that the first people to shoot at you were CPF officers.  So I took a closer look, they're PK.  I thought that the people who pulled up in police cars after the Pope assassination were CPF officers.  Took a closer look, they're PK.

I have a feeling this pattern would continue if I stopped and looked at every one of the enemies I thought was CPF through the game.

This is a problem.  At the beginning of the game PK is supposed to be trying to move in on the CPF's jurisdiction.  That's the whole reason for framing Kate in the first place. They are not the police, they have not replaced the police, they have to discredit the police and then use propaganda and political maneuvering to pick up the power the police lose.

If PK is already the police none of this makes sense.

After the gunshots are reported from Pope's building you hear that all units are being called in to respond, and yet every single unit that does respond is a PK unit.  If they're already all units then why bother discrediting the CPF?  They've already replaced them.

What should happen, and what I thought did happen when I was running away from the shooters rather than taking a look at the insignia on their sleeves, is that the the CPF should have been who you were seeing earlier in the game, and then they should have been gradually replaced by PK as the game progressed, which would coincide with their growing power that you heard about as you played through.  (The ascendancy of PK and the descent of the CPF is one of the things that the game does managed to establish pretty well, mostly via overheard news reports.)

How this relates to the thing above, is that while the cops don't bother the runners, that says nothing about PK.  PK isn't breaking the informal truce because they never were a part of it, but this still doesn't explain why they suddenly started shooting.

The only way them being PK instead of CPF would explain the overnight change from not shooting to shooting is if it were PK's first day on the job.  That would make no sense.  They're using police cars, they're using what appear to be (based on what Faith says elsewhere) police helicopters, they're using police frequencies, and they somehow manage to constitute all units in the vicinity of Pope's office.  They are a major part of the policing force in the city and if that had happened overnight it would have made major news.  If they had the clout necessary to make it happen overnight then it's very doubtful they would have needed to discredit the CPF.

Given how large a part of law enforcement they are, and the fact that them being a large part of law enforcement is something that's not really being noticed by those, like Merc, paying attention to law enforcement, this would have to be the result of of gradual process rather than it being their first day on the job.  Which means the question of, "Why shooting, why now?" remains unresolved.  Instead of being, "The cops leave us alone, wait, why the hell are they shooting?" it becomes, "PK has left us alone before today, wait, why the hell are they shooting?"

It's not that there can't be explanations, it's just that none are offered.  Merc promises to look into it for at least two days straight, but we never hear back about the results.

A simple explanation for why could be that, in preparation for the unveiling of Project Icarus (assuming it was ever supposed to be publicly unveiled) they wanted some extremely peace disturbing incidents with runners. "We have to get rid of these people," is more convincing when coupled with, "These people are the reason that you've been hearing machine-gun fire in our normally peaceful city."  But there's no real evidence for that.  (Well, there is the newschopper that called in the cops in the prologue mission.)

Some people think that it's because Faith was already being set up, along with her sister, but that doesn't fit with what we know.  Kate was called in by Pope, not the people who assassinated Pope.  (And it really was Pope doing it, Kate talked to him.)  That's not something the other side could have predicted or controlled.  Moreover, the one who did the actual work of framing Kate didn't even know about the relationship between Kate and Faith.  Framing Faith's sister was accidental and unanticipated.  It was not something they could have been basing their decisions on the day before the assassination.

Since this is the what I would do differently post, here's how I think I would have handled it.

If I retained the existing prolog chapter, which I probably would do as the the last thing before leaving the extended prologue missions I discussed above, I'd still have it be PK troops who opened fire on you, but for Chapter One (Pope's assassination) I'd have either exclusively CPF or a mix of CPF and PK tending toward CPF.  Then as time went on in the game you'd see a general shift from one to the other.  Initially PK would be rare to see outside of settings where they were contracted by private companies (for example, you should probably see them in places like Ropeburn's offices because he hired them) but as the game went on you'd see them taking on more and more of a general law enforcement role as the CPF's power dwindled.

Having Merc discover that it was PK rather than CPF who initially fired on Faith could allow him to actually get back to her about his promised looking into things, and it could turn out that the increased force used against runners was strongly correlated to times when PK units were the first to respond.

* * *

Monday, June 4, 2012

Mirror's Edge Spoiler Post 1, the plot

Originally this was just supposed to be a post where I talked about the the plot and setting and whatnot, but for some reason things like that always turn into me just describing the plot, point by point, with a lot of commentary. Finally I decided to just go with it, and I'll push some of the stuff that doesn't fit into such a format into the next post.

Do you see the problem though? If you don't, that's ok. Here's a hint: That's basically what I've been doing with Deus Ex, where I've written more than 14 thousand words about the training mission without actually getting to the end of the training mission. Here I did it with a whole game.

Mind you this is nowhere near that long, but it is long. Anyway, this post will be on the plot of Mirror's Edge.

-

First off, it might be worth pointing out that in the comments to the previous post the idea was brought up that the story wasn't an important part of the game, better skipped, and it was further suggested that Mirror's Edge is the sort of game where the sparsest story is the best story. That's a perfectly legitimate point of view.

Portal, for example, had very little in the way of any of that stuff. You could look at backstage areas that had been left open in some places and read the writing on the walls, and you could look into closed off conference rooms and see some powerpoint presentations, but for the most part you had the thinnest coating of story over an excuse to present you with puzzles. In fact, it could be argued that abguvat unccraf va Cbegny ng nyy. Va gur raq gur rivy NV vf fgvyy nyvir, naq va gur erivfrq raqvat lbhe punenpgre vf ab serre guna fur jnf jura fur fgnegrq. Yet Portal is considered a great game. (And I don't disagree with that, I liked it.)

Still, I'm very much a story person, so for me having a solidly told story is its own justification. Not in all settings of course. There's a reason that the trailers for Minesweeper: The Movie, and Tetris: The Movie, are jokes. There's no call for a story in a game like that. But in something like Mirror's Edge, I'm very much interested in story because that's what draws me in and motivates me. Without a story for me to latch onto, I'll probably never experience most of the gameplay of a game, no matter how good it might be.

That's why I'm looking at the story here.

-

Backstory

Before the game takes place there's a move toward increased government power in the city (if the city has a name it's never stated) especially in the area of surveillance. Most don't notice or care. A non-negligible portion of the people do. They organize protests, marches, demonstrations, the like. The police crack down, the demonstrations they crack down on become known as the November Riots. People die, including the main character's mother.

As far as the city is concerned that meant the end of public dissent, those who disagreed were criminalized, pushed to the edge of society. As far as the main character is concerned that mean the end of her family, the family fell apart, she ran away from home.

The city became a safer place for most of those who weren't on the government's enemy's list. It became safe and clean. Faith prefers how it was before, “Once the city used to pulse with energy. Dirty and dangerous, but alive and wonderful. Now it's something else.”

The failed dissidents of days gone by weren't particularly interested in identifying themselves by using the government monitored communications methods (which included but probably were not limited to, email, phones, and any face to face meetings anywhere in the vicinity of the ubiquitous surveillance cameras) which created the market for an extralegal courier service. With communications physically delivered by hand there was no space for the government to eavesdrop.

Thus the runners were born.

Faith, the main character, broke into the home of a runner named Merc (apparently short for Mercury, the messenger of the gods) and ended up having that be transformed into a job offer. He trained her as a runner.

Given when Faith ran away, this may very well have been right around the time the runners started, but we don't have really have an indication of how long after Faith ran away that she met Merc.

Faith's sister, Kate, does not run away from home and eventually becomes a member of the police. The CPF (City Protection Force).

Merc will eventually retire from running and take on the role of operator, assigning jobs and directing runners.

Beyond that it's worth noting that the corrupt mayor is named Callahan and he owns a construction company, which might go a way toward explaining why there is so much construction going on in the city.

-

Prologue: The Edge

The game begins with Faith returning to work after a fall, so she has to go through a brief training thing to demonstrate proficiency, which is the explanation for why you have a training mission.

Then the prologue mission starts with Faith's first mission back. It starts out simple enough, her job is to pick up a pack that's already been stashed, take it one leg of the journey, and hand it off to another runner. The other runner is named Celeste, or Cel, and is the one who guided Faith through the training mission.

As Faith picks up the bag she's warned that the police band is abuzz, a news chopper spotted her and cops (referred to, informally, as 'blues') are on the way.

While crawling through an air duct Faith overhears a news report about the upcoming mayoral election. If the player blows passed she'll hear almost nothing, if the player is interested then Faith can listen for a bit. In that case you'll learn that there are four candidates running. The incumbent, Callahan, is in the lead. Two other candidates are nearly tied in second and third. The fourth candidate, initially dismissed, is gaining fast. He's nearly caught up to the one in third place, which given that second and third place are just about the same place, that means that he looks to be on his way to running second. He will be important to this story, his name is Robert Pope.

I like this method of storytelling. It doesn't slow you down if you're not interested, it doesn't require a cutscene, it doesn't stop the game, and it fits within the context of the game world. Aliens vs Predator II (the game, not the movie) made use of this kind of of storytelling. I thought it worked quite well. If you were interested in what you were hearing you could linger, if you weren't it didn't slow you down. A lot of stuff can be learned from what you overhear while in an air vent or a crawlspace or whathaveyou.

It seems like a good way to add depth for those who want it without inconveniencing those who don't.

Another narrative technique that worked well in AVPII, and various other games as well, was the ability to look at documents or computers. If you were interested in the story you could read such things and get a much greater sense of depth. If you weren't, you just walked right on by. Or, more likely, ran.

Both of these seem suited to a game like Mirror's Edge where there's not a lot of face to face time. Of course they're only suited to times when she's in a place where she can overhear or read, but she's actually in such places more often than you'd think.

They both see some use, sort of, but not a lot. I bring them up here in large part because one of my complaints about the storytelling is that it doesn't establish things, it just throws you in and expects you to care about things you never really had a chance to know. Take Pope, for example. If you chose to stop and listen to the whole news report then you found out he existed just now. If you didn't you still haven't heard his name. He's about to have a fateful meeting with Plot, it might feel a bit more meaningful if you'd had a chance to actually hear a bit about him first. You really don't.

If the game had had more things like this before he met Plot, it might seem more meaningful when he does.

Another thing you never really have the chance to get to know is what being a runner is normally like. In theory this level, called the prologue, should be your chance to be a runner before the plot starts. You're doing the job of a runner after all, you're delivering something from point A to point B. Except it's not going to be getting to know what being a runner is like, it's getting to know what being a runner usually isn't like.

The opening cutscene has Faith say of runners, “We keep out of trouble, out of sight, and the cops don't bother us.” Now someone spotted her, which explains why the cops are coming, but when you come out of the air duct you will find that the cops open fire. This takes everyone by surprise. This is unusual, this is atypical. This is strange and outside of the realm of usual running.

This is the only job you'll actually have in the whole game. Everything else is outside of Faith's professional life. And this one example you have of what a job is like, isn't what a job is like.

I'm going to save what I would have liked to have instead for the next post, so at the moment just let me add this: The reason that the cops are suddenly shooty is never explained. Merc assumes that Faith must have done something to set them off, but she didn't. Faith's connection to the upcoming plot will not be known by those who might want to take her out until later. Right now there's no reason, at least none that you will learn about in the game, for the police to suddenly be in a shooting mood.

Faith will manage to pass off the bag, and will execute a daring escape by grabbing hold of the news chopper that spotted her in the first place. One could speculate that the reason for the cops and the news chopper was to get footage of a runner in a firefight with the police so that the upcoming crackdown on the runners would have public support, but that would be entirely speculation because, in spite of promises to look into it, the game never offers any followup on why this happened.

Once you get back to base the plot starts.

-

Cutscene: The Listener

Faith is at Merc's house, which is not really a house but that's not important right now, listening in on the police chatter. She hears that her sister is going in to take a statement from Robert Pope, for those counting this is the second time his name is mentioned, about a break in he had earlier.

Pope, we will find out later, is a family friend. Which may be why he specifically called Kate.

Faith then hears that there have been shots fired at the exact place Kate just went to. She runs out the door shortly after Merc comes in, just as dawn is breaking. Rewatching this I see that he hadn't actually started asking around about why the cops were trigger happy yet. He said during the night that he planned to do that “Tomorrow” and now that tomorrow has come he's got Plot to distract him.

-

Chapter 1: Flight

Faith is almost at Pope's place before she tells Merc what she's doing, and all she says is that it's about her sister. Merc asks around and says that Drake, another former runner turned operator, said that there was heat at Popes place. Merc follows that up with, “You know he was running for mayor? Finally someone who can make a difference in this place.”

For those counting this is the third time Pope has been mentioned, the second time the fact he was running for mayor was mentioned, and the first time the fact he was running for mayor was unmissable. It's also the first time there's been an indication that he might have become a good mayor if elected.

Also, I can't be the only one who realized that Pope had very definitely come down with an unfortunate case of death immediately upon hearing that he was someone who could have finally made a difference. Up until learning he was a good candidate anything could have happened with those gunshots. He could have murdered Kate. He and Kate could both be locked in a firefight with terrorists that you'd play a decisive role in. Zombie space squid could be attacking. Any number of things really.

Once we found out he would have been a good mayor, all hope was lost.

On the other hand, if he hadn't been killed then stock plots 101 says that he would have turned out to be evil in the end.

Back to the plot. Faith soon makes it to the building and to the game's first elevator. The elevators disguise loading screens and serve as pauses in the gameplay. They also take forever and leave one with an agonizing need to start moving and a desire to hit the emergency stop, pull out a crowbar, and just get the hell out. (Which cannot be done because the elevators lack an emergency stop button and Faith has no crowbar.)

If you're lucky, the elevators might have some reading material in them. Never enough to make the ride seem not-long. In this case you get an editorial from Robert Pope. For those keeping track this is the fourth time he's mentioned, and it is completely missable. Sure, you're trapped in an elevator with it, but you really don't have to read.

It also happens to be the last thing you'll hear about him before you meet his dead body.

So lets recap the establishing of Pope's character:
-News report most people probably didn't hear which says only that he's in fourth place and rising
-Kate, Faith's sister, is going to take a statement from him.
-“Did you know he was running for mayor? Finally someone who can make a difference in this place.”
-This editorial you might not notice.

And that's it. I really did like the game, but I swear this is like a Jerry Jenkins introduction:

Then the authors suddenly remember that Rayford gets married on page 425 of this book and here we are on page 312 and so they'd better get on with introducing his love interest, even if it comes across as kind of abrupt and out-of-the-blue:

You might be thinking, “That's not so bad, there's still a hundred and thirteen pages to establish the relationship.” Oh, how little you know. The mention isn't much of anything and Ray doesn't even meet her until 16 pages before the wedding, 16 pages that, as I recall, don't have a lot of her in them.

Pope gets established even less.

If the dead body on the desk is going to have some impact we need more than a mention that he was running for mayor and he could make a difference. If we'd been getting hopeful indications for a longer period then sure, but as is all but one of the references to his run took place after his death. The one that didn't was the most missable of the lot. Before he died the only thing we could be counted on not to miss (assuming we didn't skip the cutscene and were paying attention) was that Faith's sister Kate was going to take his statement.

A longer lead up could have given the impression that Pope actually mattered, because there would have been opportunities to get a sense that he mattered beyond one person saying, “Finally someone who can make a difference,” after he's already dead.

Anyway, the editorial is the only actual sense of Pope we'll ever get, so I'm going to reproduce it here in full:

An Editorial by Mayoral Candidate Robert Pope

We live in a city of millions. A safe city. A kind city. And yet, not long ago, this city lay burning in the fires of civil dissent. We've made great strides in these years since the November Riots. Raised public security to an admirable standard. We are comfortable in our homes, have all the information we need filtered, cataloged, purified. We have been made to believe that the past is the the past, and to meditate on it too much is to invite it back into our lives. But this is wrong. We have built our memorials, shed our tears, been told to forget. We have been told, nothing is wrong now.

And that's it. That's the whole of Robert Pope. If you bothered to read the annoyingly scrolling texture in the elevator. It does at least give us an idea of the population of the city. Millions. At an absolute minimum that means two million, it probably means more. Which in turn tells us that, even though the dissidents were a minority, there could be lots of them.

There's very little to say about Pope. It feels like they realized, “We're going to base this game around this guy's assassination, maybe we should mention he exists,” so they threw in Merc saying he'd be a good mayor, though saying nothing as to why, and a newsreport saying he was running, and then the paragraph above.

But saying, “Finally someone who can make a difference,” doesn't actually give a sense of, “Finally someone who can make a difference.” For that you need more than one mention. So we walk into his office knowing almost nothing about Pope and, as a result, there can be no sense of significance to his death.

You know even less about Faith's sister. You've known she existed since the cutscene that sent you off here, and mentioned she existed one time outside of that. (When Merc asked what Faith was doing.)

Pope's assassination sets the events of the game into motion, but the only reason it can do so is because Faith cares about her sister Kate.

The two things in the room, the dead Robert Pope and the live Kate drive the entire story. Without Pope the events can't take place, without Kate Faith has no interest in getting involved. As such, I think the story would have been a hell of a lot better if we had reason to care about either, or both, of these people at this point.

It's actually very easy to get me to care, I watch bad movies for fun. As such, I will care about these things without good reason, but that doesn't mean that I wouldn't prefer good reason. It doesn't mean that I forgive bad storytelling when I can see that it could and should have been better.

The story in this game depends on these two characters having a sense of significance. They really don't, and so even if you do care about them it's a very shallow sort of thing. The same will be true of other things later on. The story goes through the motions of something, but because it never bothered to establish a sense of significance earlier that just doesn't really work.

Anyway, Kate is being framed for Pope's murder. He called up about a break in he'd suffered earlier, and also asked about Faith. Which Faith points out is weird because she hasn't seen him in at least ten years, she didn't even recognize him when she saw him.

When Kate got there she was knocked unconscious and her gun was used to murder Pope. She left her radio in the car and couldn't call it in. Other police are on the way. We'll learn later that Kate was not specifically targeted, which ruined my initial theory on why the cops tried to shoot Faith in the last mission (that they were going after the family.) Kate was instead framed for the murder because the aim is to discredit the city's police force so that a certain private security company can get more power. Thus Kate was framed because she was convenient. Pope called her in, and once he was in the same room as a cop who could be framed, he was toast.

Faith initially tries to get Kate to run, Kate counters it would make her look guilty, Faith countercounters that given that Kate is being framed the battle on that front is already lost. Kate asks for help (for Faith has contacts), Faith initially says no, but then moves in the direction of yes, notes a scrap left on Pope's desk, steals it, and runs like hell. Before she does Kate suggests that if Faith finds anything she should share it with Kate's boss, Miller.

There is a bit more to the conversation, it touches on the non-freeness of the media early on, for example. Apparently Faith doesn't follow the Parliament jester's foist on the somnambulant public news.

Regardless, away Faith runs, with Merc reminding her that the cops have been unusually shooty. And so sets off a frenetic scramble to get away from what seems like everything on earth shooting at Faith, including fire from a helicopter, she finally makes it into an elevator, doors close bullets dent the doors, and the elevator starts to move, the first time I played I let out a breath I didn't realize I was holding in at the same time as Faith, to which Merc said, “Yeah, you can breathe out,” for it was that kind of playing. Which is to say it was good.

This was also the first of many times when I was worried that elevators aren't the most secure options. Won't the police just stop it, trapping Faith inside, I wondered? I looked around for a way out, there was none. I think I remember being told once that about half of elevators have trapdoors in the ceiling, meaning that half do not. Mirror's Edge tends to have the ones that do not.

Faith was not trapped in the elevator, and continued her escape, finally meeting up with Kreeg, another runner. He works, as near as I can tell, under Drake, but he comes to the aid of Faith when Merc called him in and he and Faith escape together.

As they do Merc again promises to try to find out why the cops are so trigger happy, though at this point they've got a pretty good excuse, and promises that they'll figure out a a way to help Kate.

-

Cutscene: Back at Merc's

There's a certain amount of discussion here between Merc, Faith and Cel about what's going on. They know that Pope's murder is a contributing factor to the police's heightened presence and shootiness, but none of them seem to think it's sufficient to explain the change. Merc speculates that someone's become extremely jittery for some reason, and then we move to the piece of evidence Faith stole from the crime scene.

Pope's diary was stolen, I forgot to mention that before, and Faith thinks the scrap of paper she found was from it. It's got most of the word “Icarus” and on the next line, “to the high-,” which Faith interprets as “to the highest,” written on it.

Merc recaps the story of Icarus, placing all of the focus on the sun though flying to close to the water didn't help either, and then suggests that there's someone who would know what is going on. Faith isn't a big fan of that plan, Cel has no idea who they're talking about.

Turns out to be a former runner whom Faith would prefer to avoid forever. His name is Jackknife.

-

Chapter 2: Jackknife

Getting to Jackknife first requires getting to the old runner training ground where he's hanging out, then chasing him down.

First the plan was to follow a canal, but when that didn't work out due to excessive gunfire Merc did the operator equivalent of a GPS saying, “Recalcuating,” and sent Faith though the storm drains. Much deeper underground. Anyway, once Faith reaches Jackknife he runs away, but he's clearly not trying to get away so much as be an annoying jackass. He'll wait for Faith in a taunting way at various spots.

It's still possible to lose him if you're too slow, but if we're looking at this from the perspective of narrative rather than gameplay, he wants to get caught.

He probably doesn't want to get caught by having a bar he tried to swing on collapse and leave him briefly unconscious, but he was planning on having this meeting, so when Faith catches up to him he explains that he knows what she wants, does more taunting by saying he heard a cop killed Pope, and then finally sends her in the direction of a former wrestler, who headed up Pope's security. Travis Burfeild, stage name Ropeburn.

Jack's description of Rope burn is, “[...] he's really just a thug who got lucky. And sometimes people are too ignorant to see their place. Always want to swim in the big pond... never see the bigger fish.”

This level is, I think, the first time we see evidence of the partnership between Callahan Construction and Pirandello Kruger Security. Callahan Construction belongs to the mayor, Pirandello Kruger (PK) is the private security firm that will gain power when the scandal of Kate allegedly killing Pope comes to light.

It's a pretty sound partnership, Callahan gets rid of his challenger and gets a private army not bound even by the laws restricting the already totalitarian CPF, PK gets all of the perks that come with being a state sponsored but non-governmental military force. Including money that otherwise would have, presumably, gone to the CPF. But for the moment, the only signs of a connection we have are the fact that they're working together on the Eden Estates project.

So this is, sort of, some of the kind of foreshadowing I'd like to see elsewhere, there are hints of things to come if you pay attention. But this is something where if they hadn't set up in advance there'd be no problem, where the lack of introduction to Kate and Pope makes the driving force behind the game's plot fall flat to an extent.

-

Cutscene: Miller

Kate told Faith to take anything she found out to Miller, so Faith goes to see Miller.

Kate hasn't mentioned having a sister, but Miller either accepts Faith's claim or has figured out on his own. She tells him about Icarus, though not about Ropeburn. He says he wont stop her, saying that he owes that much to Kate, but plenty will try.

The situation on his end is that Kate's been arrested and he can't get in to see her. Nor can he do anything to help Faith.

-

Chapter 3: Heat

So Faith breaks into Ropeburn's office. Overhears him talking on the phone. He just takes orders, something doesn't look good for the person he's talking to and zir little gang, Rope burn tells zir to take that up with “them”, he doesn't expect Faith to last long, none of the runners will, Project Icarus will be fine, and he sets up a meeting.

He goes to get food. Faith drops into his office. This is seriously a place where one might want to insert story. The player character is alone in a bad guy's office with his computer and his files. There will never be a better time to snoop around and discover story. Once again, I'm not advising that this be forced on people, but if you could use the “use” button to use some of these things and actually read something and thus make the time alone in his office seem not-wasted that would have been nice.

As is, Faith sees something on the desk with a PK logo on it, has some moments in the office with nothing to do, and is then informed that she must have tripped a silent alarm because the cops are on the way. She runs, they follow, and it works its way up to a scene where she jumps from one skyscraper to another in spite of them not being close enough to each other, instead bridging the gap via the cunning use of cranes.

If Callahan were in the coffee business, and thus his corruption didn't result in the city being littered with construction, the runners wouldn't have nearly as many options available to them. Don't get me wrong, they are proactive, building wooden extensions to buildings so that one can jump between them when, unmodified, that would be impossible, but they definitely benefit from Callahan Construction.

-

Cutscene: Standoff

Faith tells Miller that Ropeburn was definitely involved in framing Kate, Miller says that Ropeburn is dangerous, and then pulls a gun on Faith. He apologizes first, but with private firms muscling in on CPF jurisdiction and just waiting for the CPF to fuck up, he thinks the only way to stop them from taking over, and the only way to save Kate, is to give them Faith.

Faith, as you might imagine, disagrees with this plan of action.

She manages to get Miller's other gun (he wears two) and then gives it back to him. She says that she's letting Miller go for Kate's sake, but warns she'll kill him if he pulls a gun on her again. Then turns her back and walks away, delivering an insult as she leaves (“And right now, I think I'd be doing the city a favor.”)

That's not necessarily a wise way to deal with someone whose problems might be solved by killing you and trotting your dead body in front of news cameras, but it works in this case.

-

Chapter 4: Ropeburn

Faith goes to the meeting between Ropeburn and unknown-person-on-the-phone. As she approaches a helicopter arrives, it looks like a CPF one. When she gets there Miller and Ropeburn are talking. Faith assumes the worst.

I, personally, did not. It seemed like a distinct possibility, of course, but Faith just told Miller that Ropeburn was behind everything. It makes a certain amount of sense for him to be talking to Ropeburn. If he found out Ropeburn was going to an under construction building that would be empty that day, with no prying eyes, it might have seemed an ideal time for a meeting.

A news report that Faith hears on the way indicates that now that Kate being the prime suspect has gone public confidence in the CPF is going down, while mayor Callahan is promising to keep the city safe no matter what. In other words, all of Miller's fears are coming true, he's been told by the only other person who seems to care that Kate was framed that Ropeburn is involved, and he might have reason to suspect that those above him are in on it which makes for a good reason not to waltz into Ropeburn's office. So it seemed like he definitely might be there legitimately.

Going back and listening to Ropeburn's phone call more closely it seems even more like Faith shouldn't jump to any conclusions here. The way he talks about “blues” (the term used for cops) in third person but, “your gang” in second makes it seem like he's talking about two rather different things. Thus it makes it sound like he's not talking to Miller.

Of course the biggest thing making me think that Faith was jumping to the wrong conclusion was that she immediately reached that conclusion but couldn't hear a word that was being said. That's narrative speak for, “It's not what it looks like.”

Anyway, she makes it to the roof, Miller has apparently disappeared but the helicopter has not (which is weird to say the least.) And Ropeburn takes Faith by surprise and throws her off the roof onto a somewhat lower roof, which he jumps down to and tries to throw Faith off of as well.

If you don't hit the disarm key at just the right time, he will succeed and you'll have to go through that whole sequence again. If you're bad at hitting keys at just the right time, as I am, you will hate this sequence with the passion of ten thousand premillennial dispensationalists. (For all their many damning failures, those people have passion. Actually, that might be one of their failures considering how they direct it.)

Especially since I don't like that kind of thing anyway. I don't play a game so I can watch a forked cutscene where my ability to hit a certain button at the right moment determines which fork the cutscene takes.

Regardless, Ropeburn ends up hanging off the side of a building and is quite willing to talk in order to get pulled back onto the building. He tells Faith that he hired a professional to do the killing, and that he's scheduled a meeting with said professional. He doesn't tell Faith what Miller wanted instead saying that he'd tell everything once he was pulled up. Faith agrees, and that's about when Ropeburn is assassinated by someone in white clothing.

Faith runs away. This involves meeting your first elevator with a trapdoor, and running through the subways. Faith meets up with Celeste and moves on to the cutscene with her name on it.

-

Cutscene: Celeste

Back at Merc's lair Celeste asks Faith what she's thinking about, Faith tells her about trying to catch up with Pope's murderer the next day, Celeste says to lay low, it's not Faith's fight. Faith talks about her parents, how they'd been friends with Pope, thought the city was worth protecting, tried to bring about change. Her mother died, she ran away, met Merc, stuff that I already talked about in the backstory section above.

Cel says that what Faith is doing is the fastest way to get herself killed, Faith says, “They got my sister involved Cel. I have to clear her name. I owe her that much.” As of the end of the game, she will have utterly failed on that count.

Faith invites Celeste to come with her the next day, Celeste says she's on a job. They part.

Before they do, Faith says she'll survive, Celeste responds that survival is overrated. You have to live.

Celeste will later say to Faith, “I tried to warn you.” I think you've got to give her credit on that point because she's dripping with, “I'm evil,” in this scene. There's foreshadowing and then there's using thermonuclear weapons on already deceased horses.

Celeste's betrayal would probably feel more like a betrayal if it weren't for the fact that this scene here, where she's obviously on the opposing side, weren't the majority of her pre-reveal characterization.

All that we've had from her before this is that she led Faith in the training mission, which didn't involve much of anything that revealed character, that she got a handoff from Faith, ditto about revealing character, and from the pre-Jackknife cutscene, that she thinks cops are slow, she's vaguely familiar with the name Icarus, and she doesn't know (or claims to not know) who Merc and Faith are talking about when they discuss Jackknife without using his name.

None of that really establishes friendship, and as they said in Bite the Bullet, “If it ain't by a friend, it ain't betrayal.”

-

Chapter 5: New Eden

It's a new mall, not finished yet. It's called New Eden. I'm told that fish think it contains slimer slime, but that's not mentioned in the game.

The mall turns out to be an ambush, warrior in white shows up but does not actually fight Faith, leaving that to PK people.

I think something with PK's name on it showed up in an elevator just as you were getting out of it, before the screen in the elevator switched to error message, but I'm really not interested in sitting through one of those elevator rides to find out exactly what it was.

-

Cutscene: Jackknife

Faith faith tracks down Jackknife, bangs him up against a wall and accuses him of being the reason for the ambush at the mall. He allays her suspicions by appealing, basically, to her sense that he's incapable of organizing such a thing. She dismisses him as insignificant.

On the one hand, I've seen this mistake so many times, on the other hand this is a no win situation. If Faith concludes that he isn't involved, that means he is. If she concludes that he is, that means he isn't.

It's like the thing with Pope. If he's good then he dies. If he lives then he'll later be revealed to be evil. No matter what the outcome is bad.

-

Chapter 6: Pirandello Kruger

I think it was the movie where Clint Eastwood is the master thief who witnesses the president commit a murder that commented on the difficulty of breaking the security of a security company. I could be wrong about that though.

Anyway, Pirandello/Kruger is a security company that I will resume writing incorrectly after this sentence because the slash just looks silly to me. Faith breaks into said company.

In this level there is a phone that says it has a message waiting, use it and you'll hear Ropeburn being pissed of about the break in. So one would guess that no one has listened to the messages in a few days. It also has a computer screen you can read. Not use the computer, there's writing on the texture on the screen. For that matter there's a note taped to another computer screen.

All of these things are fairly decent ways of delivering narrative without breaking up the flow of gameplay, as I've said. If you're interested you can take a moment to read, if you're not it inconveniences you not in the least. They're not implemented the best (reading the computer screen as it is set up is annoying, for example) but they're there. It would have been nice if things like this had seen more use because that sort of thing can really fill out the gameworld, making it seem like a world exists outside the bounds of the levels, and also reinforce story.

By the time I found the phone you could use I'd given up on the idea I could use the “use” button on anything but buttons and valves. I'd tried it on all kinds of things. Computers, notepads, whathaveyou. I mean, in the game I'm theoretically trying to figure out who is framing my sister, if I should have access to such a person's documents, wouldn't I want to search them? Nothing actually responded to such attempts.

The level actually does a lot to progress the plot as well.

Faith finally meets Project Icarus. It turns out it's a program to train and equip a new kind of enforcement officer, one specifically designed to combat the runners. When Faith learns of this she tells Merc to put the word out warning everyone because the plan is to take them all out.

There's a storytelling problem with that though. When she opens up the files on Project Icarus six images come up on the main display with various bits of information displayed elsewhere. Those six images are (this is in no particular order): Faith, Merc, Celeste, Drake, Kreeg, and the standard Project Icarus trooper. On seeing this Faith says that they're coming after all the runners.

Which gives the impression that there are three runners and two operators in total. The runner network seems to have a population of five.

This will not do. In the level you'll find out that anonymous polls have revealed that more than half the city's population have used illegal methods to transport information at least once. Doubtless there are methods other than runners, but that still tells us that even if we take the most conservative estimate possible for the city's population (two million) the runners have a potential client base of over a million people. Over a million people have used the runner's services or similar (even if something they improvised themselves.)

Faith sees five faces and concludes that they're coming after all the runners? Five faces that happen to be the five people in the business whose names we've heard so far?

There isn't a need for an exhaustive list of all runners in the city, but the names and faces she sees shouldn't just be the ones the game has mentioned because that gives the impression of a very small world. The story should suggest that there's more to it than what we see. There should be names that we've never heard of. Perhaps even names that Faith has never heard of.

If there are only going to be five people, they definitely shouldn't all be people who have already shown up. Even having the mentioned characters be two of the five would kind of be pushing it.

Anyway, now that the secret is out the Icarus-cops have no reason not to chase Faith through the city. So they chase Faith through the city. She eventually loses them by jumping on top of a train.

Merc sets off to put the word out of the coming crackdown. Faith heads off to the harbor because while she was examining the surveillance in the Project Icarus room she noticed the warrior in white on a ship. Said assassin basically has the standard Project Icarus outfit, just in a different color. Also the standard Icarus-cop carries a tazer, she goes for a more lethal approach.

-

Cutscene: Race to Harbor:

See the name of the cutscene? That's literally all that happens. If by “Race” we mean “Run” and by “to Harbor” we mean, “through generic cityscape in a direction that presumably leads to the harbor.”

-

Chapter 7: The Boat

Faith saw that the assassin who killed Ropeburn, and possibly Pope, was on the boat, so she sprinted over as fast as she could. When she arrived she snuck in by hopping in the back of a truck.

She eventually made it to the assassin, had a fight, the assassin ran away, there was another fight.

I don't think it's ever established why the assassin was on the boat, what the cargo was, or anything like that. Lot of heavily armed guards though.

Worth noting that the involuntary noises of pain that the assassin makes when Faith hits her are, well, female sounding. Certainly such things can be misleading, but it really seems like Faith should at least consider stopping using male pronouns after the first fight. Also, if making a game, don't have the character say, “Damn, lost him,” if the person being chased is still visible on screen and not that far away.

-

Cutscene: The Assassin

The distraction of a helicopter allows the assassin to escape again, but Faith cuts her off and soon discovers that the assassin is Cel.

A couple things, one is that given Cel's obvious dark side affiliation and attempts to make Faith give up and do nothing, this isn't much of a surprise. Cel is the one who Faith told about the meeting at the New Eden Mall, the meeting that would turn into an ambush. When Cel says she tried to warn Faith off, she's being honest.

The second is, as I said before, this doesn't really have much in the way of emotional impact (a term that calls to mind apocalyptic events producing craters) because you seriously never got to know Cel. It's not really a sense of betrayal if you never get a sense of relationship.

Moving on, there is some actual plot here.

Celeste says that Faith needs to learn to let go, like she did with her family, and then pulls a gun. They have a nice conversation. Cel says that the runners are screwed, Icarus is just the start, and she wants to live, “not just survive.”

We learn that Pope started threatening the wrong people, “High up people,” so they had Cel kill him. She says it was him or her, but I don't think you just get the job of assassin like that. I think you probably have to work your way up before they trust you with a critical piece of the plan. Otherwise how would they know that Cel wouldn't just warn Pope about the orders and side with him. In other words, “Him or me,” seems like it's a way to avoid responsibility which can't really be weaseled out of that easily. It may have been the case, but -even if it was- her choices doubtless led her to that point.

Of course, avoidance of responsibility is pretty standard for evil people. Cel has a long way to go before she reaches, say, the Cullen level.

Cel also reveals that she didn't know Kate was Faith's sister, and then her allies with big guns show up and start shooting. It's Faith's turn to make use of a distraction, she steals Cel's gun and uses it on some barrels of volatile explodability. Cel escapes from Faith, Faith escapes from the guys with the big guns.

Merc heard everything and reports (via Kreeg) that, thanks to the swift justice program, Kate has been tried, found guilty, and will be taken to jail via convoy in less than an hour.

There was originally going to be a prison level (concept art survives) and some speculate that it would have gone here, largely because the times don't add up. There will be a convoy, but it won't be in less than an hour. The time is predawn, the convoy will be at two in the afternoon.

Also, there's a serious oversight here on the part of the characters. Celeste knows where Merc lives. Her cover has been blown. She no longer has any reason to not do things that would compromise her position amoung the runners.

Merc should be packing up and moving right now. The special runner stopping police force is no longer in hiding, and the spy who knows where he lives no longer has any reason not to send them to his home.

This isn't necessarily a plot problem, sometimes people do stupid things, but it is a serious mistake from the characters.

-

Chapter 8: Kate

The plan is to use a sniper rifle to stop the convoy, Drake is sending Kreeg to drop it off in advance for Faith. Faith just has to get there, use it on the engine, and then grab Kate. Which is what she does.

Also in this level you find that the long awaited memorial to the November Riots has been canceled by the mayor citing security concerns.

-

Cutscene: Kate's rescue

The police van Kate was being transported in is upside down, Faith breaks her out, there's a hug, and then Faith gives Kate her earpiece so that Merc can guide Kate back to her place while Faith leads the cops away.

How is this a bad idea? Let me count the ways:

-Merc's lair is compromised. Someone working with the runner-beating team knows exactly where it is.
-Faith is cut off, without her earpiece she can't be warned of problems or called in to help. If Kate gets into a bad situation on the way to Merc's, Kate is screwed.
-Kate isn't a runner. Faith's original plan was for the two of them to run together. This made sense as Kate probably couldn't do it on her own. Kate is, presumably, a capable individual, she's a trained cop, but she's not a runner and there's only so much that one can teach someone via an earpiece while the learning person is fleeing all police everywhere.
-Merc's lair is compromised.
-“Let's split up” almost never ends well.

It is a little over six and a half hours later when Faith returns to Merc's place. As one might expect, it is now the smoking remains of Merc's place. Kate is not there.

Merc is. Faith finds him under a couch, prepared to shoot. He's near death and lives long enough to tell Faith that he heard they were taking Kate to The Shard, a massive skyscraper that's home base to the mayor. He also tells Faith not to be sorry, and not to let them win. Then he loses consciousness and presumably dies.

Faith initially wanted to get him a doctor, he said it was too late for that. Given that there's no evidence Faith tried to get a doctor, even if Merc was wrong on that point he probably still died, and I think we're meant to assume he was right.

-

Chapter 9: The Shard

Faith breaks in, makes her way through the building, and reaches a point where she meets up with Miller, who saves her (shooting two PK guards in the backs in the process) and gives her an earpiece of his own. He sends her to the roof (Kate is to be transported via helicopter) promising to hold off those who might come from behind and contact you once he has a chance.

Remember what I said about feeling like the police would shut down an elevator while Faith was in it? Yeah, that's something that did in fact occur to the developers as well. Fortunately it had a trap door.

Some rerouting is necessary, then Miller overrides an elevator to Faith's advantage, and finally she reaches the center of surveillance Miller suggests that causing a catastrophic failure in those systems will open some doors she needs to get to the roof.

Then she loses contact with Miller, there's a gunshot involved, he may or may not be dead.

At the roof Jackknife has Kate, and talks to Faith for a bit. This is one of the times that a villainous speech actually makes sense. He's keeping Faith's attention focused on him so that PK troops can take up positions behind her without her noticing.

What comes out from this chat are a few things. One is that the assumption someone like him can't be involved in anything of significance is something that he's been able to make good use of. Another is that he knows who the big fish are, which given that he's operating out of the mayor's building with the mayor putting into practice all of the changes that these events have been orchestrated to effect, it's probably not a surprise that Faith can guess who he's talking about.

Finally he explains exactly why the runners are being targeted: they're the lines of communication. Without them the dissidents lack a means of organizing which means that wiping them out should be much easier.

Faith says that Icarus is only the beginning in response to this tidbit, Jackknife says he see's it as the end. The end of the old city. When characters are debating whether it's the end or the beginning, that means its the end. Jackknife takes off with Kate in the helicopter but doesn't go very far because he, along with the troops who snuck in behind Faith, tries to shoot Faith.

Faith jumps to the helicopter, knocks Jackknife to his death, as he falls he fires his weapon disabling the helicopter, it crashes, Kate and Faith make it out first. The troops have disappeared at this point, the music picks up, and the game ends.

During the credits a news report reveals that, in the aftermath of the “terrorist attack” on The Shard, Pirandello Kruger is stepping up its role in the city's security, suspicion is being cast on the runners, and Kate and Faith are on the run.

Pope is dead, Project Icarus is in operation, the runners are seen as a terrorist threat, Pirandello Kruger is on the ascent, the CPF is on the decline. The bad guys' plan appears to be working. Everything is falling into place.

The only thing that isn't going according to the evil plan is that Faith kind of sort of screwed over the surveillance systems for the entire city*. Thus they put out a warning not use email or phones because they can't be sure they're secure. (Translation: they can't spy on them.)

And that is where the game ends.

Before this post ends, I want to again point out that I think there should have been more done to establish the runners. The reason behind the whole plot is that the runners are an important communications network, and so long as they exist resistance can use said network to organize. Of this network we see five runners, one is secretly working for the other side, two are retired.

It doesn't feel like a significant communication network. You serve as a courier all of one time. You never really get a feel for there being anyone out there besides the small handful that you meet.

It feels like too small of a world, and if the idea is that the runners are being targeted because they're the dissidents' lines of communication, you need to feel like they're meaningful lines of communication. It can't be the case that every time you hear about someone involved with runners it's always one of the same five people of which you are one.

Basically, there needs to be a sense of a world beyond the bounds of the level, and when it comes to runners there needs to be a sense that those you actually meet are just a small handful of the actual runner population. There's nothing to provide that sense. If an operator is mentioned it will be Merc or Drake. If a runner is mentioned it will be Cel or Kreeg. (Or Faith.) When files showed up on Project Icarus, out of all the runners and runner associates in the city, those five were the ones to come up.

It makes the world seem like a closed loop, containing only what's on the screen. For it to work as a story it needs to seem like it extends beyond what you see in all directions.

-

* Which is also the reason that I don't think Miller was helping Faith in order to make a bigger scene that could be used to discredit the runners and convince people that increased security was necessary. Prior to that there was a possibility that he was one of the bad guys, but knocking out the surveillance system would be too great of a loss for them to endure for what would amount to a publicity stunt.

* * *