The bottom line
Mirror's Edge Catalyst's open world doesn't work because its side missions, layout and reliance on Runner's Vision never let players learn the city the way Burnout Paradise does. The mechanics could suit free roaming, so a better-designed city and missions could make the idea work.
Key takeaways
- Catalyst keeps the linear obstacle-course design of the first game for its main missions. 0:30
- Almost every story mission, and some side missions, happen in skyscrapers, offices, underground facilities and server hubs you can't reach while free roaming.
- The open world is left as a way to get between missions, a place to practice parkour and a home for collectibles and side missions.
- Burnout Paradise works because every event uses the whole sandbox city. 2:56
- Races and marked man events let you take any route, and road rage and stunt runs never hit dead ends.
- Everything happens inside the city and every race ends at one of eight finish lines, so you learn routes and shortcuts by repetition.
- Catalyst's side missions cut the open world into short, fixed point-to-point runs. 3:41
- Dashes, fragile deliveries, covert deliveries and dead drops run to arbitrary spots on short routes, with shortcuts just off to the side.
- Players find shortcuts by replaying one event, not from knowing the City of Glass.
- Players never learn the city because they just follow the red line. 4:58
- Main missions happen elsewhere, the city has few landmarks, and its tall towers, low roofs and big gaps funnel you into corridors that make navigation hard.
- That layout makes Runner's Vision almost a necessity, which rules out a Crazy Taxi style delivery mission.
- A few Catalyst ideas show an open Mirror's Edge could work. 7:55
- Security hub missions let you run in any direction to escape a helicopter, though following the red line to the nearest safe house ends the chase at once.
- Player-made time trials suit the open city, but Burnout's leaderboards on every road did the same job better.
The mechanics are not incompatible with free roaming and, in fact, an open play space could lead to another style of mission to play.
Mark Brown
Chapter summaries
0:00 A sequel with one risky change
Catalyst fixes most of what fans wanted, but the open world is the change that may have sunk it.
- Catalyst delivers the requested fixes, yet reviews were mixed. 0:06
- Controls are more responsive, the cutscenes look better and the guns are gone.
- Mark's suspect for the poor reception is the open world.
- Fans wanted polished first-person platforming, a rethought story and more content.
- The first game's cutscenes looked like they were made in Flash.
- The first game was an obstacle course built on momentum. 0:46
- You strung together springboards, fences and zip lines along a linear route.
- The skill was spotting the red path at top speed and hunting for quicker routes.
- Moves included jumps, tucks, rolls, wall runs and quick turns, all needing precision.
- Other sections slowed into puzzles, finding a path up a tall tower through a maze of platforms.
2:19 What an open world asks of its missions
| Burnout Paradise | Mirror's Edge Catalyst | |
|---|---|---|
| Route | Any route, across the whole map | Short, predetermined point-to-point |
| Where events happen | Everything inside the city | Story missions in sealed interiors |
| Endpoints | One of eight finish lines | Arbitrary spots |
| Shortcuts learned by | Roaming the city repeatedly | Replaying that one event |
A fast game goes open world well when its missions reward knowing the whole space, and Catalyst's side missions don't.
- Good open worlds give players freedom of approach or mastery through repetition. 2:19
- Burnout Paradise is the best comparison because it is a speedy franchise that left linear tracks behind.
- Repeated roads teach you where to top up boost and where to cut corners.
- Mark picks Burnout over slower examples because of the speed of Mirror's Edge.
- Catalyst's side missions feel as linear as the first game's races. 4:02
- The open world feels carved into tiny chunks, so they might as well sit in a menu.
- The first game's races were small slices of story levels turned into speed runs.
- It also had bonus platforming challenges set in bizarre abstract worlds.
- Without open-world chunks to reload, the first game had no loading screens during races.
5:10 The city's layout fights navigation
Catalyst's chunked layout makes finding your way harder than the obstacle-course flow is worth.
- Clusters of buildings with few links between them break the waypoint. 5:46
- The marker can be right in front of you.
- The only route to it can be a huge detour.
- Runner's Vision can be toned down or switched off, but the layout makes that hard to do.
- The cause is likely technical: loading chunks of the open world into memory.
6:18 Missions the city can't support
A navigation-based mission needs a readable city, and Catalyst's is too fractured to give you one.
- A Crazy Taxi style delivery mission would test the right skills in the wrong city. 6:18
- Crazy Taxi gave only a vague arrow, so par time took driving skill and knowledge of the city.
- In Catalyst you would just follow the wispy red line, or fall to your death.
- The pitch: carry packages from one side of the open world to the other, testing navigation and momentum.
- It would add a new kind of play next to the linear campaign.
- Burnout Paradise handled the same ideas better. 7:05
- Player-made time trials work because they can use any route. They would not have worked in the first game, where the best bits were already races.
- Burnout's collectibles were smashed gates and billboards, never a stop at a fuse box.
- Burnout's mission givers rocket past you and goad you into giving chase, instead of standing around.
- Leaderboards on every road make you want to race fast and take risks.
7:49 What EA took from the open world
Catalyst has glimpses of a working open world, but EA seems to have forgotten what Burnout Paradise did right.
- Security hub missions are the one mission type that uses the open world. 8:01
- You beat up guards and smash a tower before the helicopter chase starts.
- Like Burnout's stunt runs, there is no set path or direction.
- Even a small understanding of the City of Glass helps you avoid dead ends and drops.
- The chase is so close to working that the speaker says So close!
- EA has not carried over the lessons of one of its best open world games. 9:09
- Design director Erik Odeldahl expects other DICE and EA teams to learn from Catalyst's big worlds.
- He said he was 100 percent sure others would use what they did.
- That is worrying, since EA seem to have forgotten what Burnout Paradise achieved.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows why an open world only helps a fast game when every mission type uses the whole city, and why Mirror's Edge Catalyst wastes its map while Burnout Paradise makes the sandbox the core of every event. The contrast between Burnout Paradise's any-route races and Catalyst's short point-to-point runs along a red line makes it worth watching.
More from Game Maker's Toolkit · The whole library, and ask it anything