Catalyst recaptures that, aided enormously by a lovely open world that starts small-ish then gets pretty big. Areas are divided into districts that unlock over the course of the story, each coloured a little bit differently, with some nice variation in architecture and props. The gorgeously purple and very posh Regatta Bay looks like a slice of Ilium from Mass Effect, while the Development Zone is basically a grotty construction site; other areas strongly recall levels from the first Mirror’s Edge.
Collectively, it’s stunning, as close to capturing a futuristic city experience as I’ve seen in a game, and it feels like a much more detailed version of that world you’ve just had linear snapshots of before. Travelling between these districts feels great, thanks to the way DICE conveys player movement through visual effects and sound design. Bolting through the city at an unbroken full speed, it feels a bit like running through the star gate in 2001: A Space Odyssey—a hypnotic swirl of constantly shifting colour, with Faith gliding through it. The only issue is that the dull story usually insists on having one of Faith’s buddies yammer over you exploring these places, which takes a bit away from the city’s mystique.
The magrope is a neat addition—swinging across a freeway at rush hour suddenly made me realise I’ve wanted a first-person Spider-Man game my entire life. I just wish there were more places you can use it. There aren’t many points in the world it latches onto, which is no doubt an attempt to avoid stealing the focus from the free-running. Slightly less convincing is an upgrade you get later in the game to clear new paths with the magrope by pulling panels down from walls—a timed platform puzzle or two aside, it feels like an arbitrary addition.