At full steam, Faith can gather up a considerable amount of pace, and combined with the camera animations, finding your way around could get tricky... if this was any other game. To make things easier to find, DICE have come up with a truly unique and refreshing art style. Where most games build their environments around greys and browns, Mirror's Edge does it with white.
The entire city is whitewashed with only splattering of bright primary colours, which do more than just break the monotony of white. In order to guide the player even at full speed, the game uses a system known as runner vision, whereby objects that Faith can interact with glow in red when she is in the vicinity. While these are often the most direct and obvious paths forward, brightly coloured walls, stair cases, etc are often alternate paths that can be taken. Many of these alternate paths are quicker, but not necessarily straightforward.
Even at full speed, these bright objects stand out from the softer white environments, reducing the chances of the player losing his/her way. That's not to say that you will always find yourself where you need to be. While holding the CIRCLE button on the PS3 controller will guide you towards your destination, the levels do get a little hard to negotiate, and very often you will need to stop and look around to find your way when you would much rather be screaming through it like David Belle.
As a player, you don't like to be spoon-fed, but some sort of subtle indicator integrated into the environment would've been handy. It would have let the player stop worrying about getting lost, and enjoy the free-running aspect, the hallmark of the game, a little more.
Also see: Euro 2008 is enjoyable