Prince of Persia
Developer: Ubisoft
Publisher: Ubisoft
Release Date: Out Now
Players: 1
Words By:

When the Prince of Persia franchise got its first modern update on the last gen consoles (The Sands of Time) we said “if pretty graphics and fluid animation are your thing, then look no further – this update of a 16-Bit classic is undoubtedly the best looking game on PS2”. Well this new PoP is also quite a looker despite not being lavished with hi-res textures and detail, and naturally, the animation is once again something to behold. I must say that I look back on the last gen trilogy (Sands of Time, The Warrior Within & The Two Thrones) with mixed memories. I kind of enjoyed Sands of Time but repetitive combat drove me mad, the time-rewinding never seemed to work for me the way it should, then the sequels went a bit dark and emo, the daggertail chain-whip thingy, the terrible chariot level, the speed kill system and a few other problems meant that, unlike some of our writers, I was glad to see the back of the Prince.

At the start of the game the Prince is wandering through the desert searching for his lost donkey Farah when he comes across a damsel in distress (Farah being the name of the Princess in Sands of Time, and I’d never suggest that this development team was poking fun or suggesting that that game was a donkey.) Instead of Farah he finds a new princess called Elika. He then witnesses the destruction of the legendary Tree of Life - an act which threatens to plunge the entire world into eternal darkness by releasing a deadly dark matter, known as the corruption, across the land... Yuck and sets out on a new adventure to help Elika, empowered by her God of Light, Ormazd, versus his brother Ahriman, the God of Darkness in a battle for the land’s very future. Elika isn’t just a passenger and keeps the Prince from dying, she’ll catch him whenever he misjudges a jump or wall run, and with her Omazd-given ability to fly short distances can be called to extend the prince’s jumps (X or A button) by a considerable distance by giving him a good arm-slinging heave-ho (Triangle or Y button).

The original PoP was an influence on so many games (including Flashback, Tomb Raider and many others) that it’s unsurprising that a few ideas from other games, both in terms of gameplay and control appear in the latest PoP. Running, jumping, wall-running, clambering, swinging, sliding, fighting – a new ceiling run and wall grip fall move add two more dimensions to how you get around the levels. The Prince (and Elika) perform all these moves so seamlessly and smoothly that playing the game is instinctive, and for the most part, fun. It has a genuinely unique fine-lined watercolour cel-shaded look, rather like a high quality graphic novel – I’m sure the style will go down well in Japan. The only fault I’d find with the look of the game is the awful shearing when you turn the camera (if you’ve played stablemate game Assassin’s Creed you’ll know what I mean), and the “corruption” effect – it’s no doubt meant to look like pure animated evil, but looks more like black polythene sheeting billowing in the wind – a shame when see some of the game’s other particle effects, and think back to how effective Ico’s smoky-demons looked 8 years ago. Once you reach the highest point on each level and defeat a boss creature you can get Elika to heal the land of the corruption and return to a fertile state, with some nice accompanying morphing effects. Light seeds are collected as you clear areas and can be ‘spent’ on four special powers which allow you to reach previously inaccessible areas via easily spotted pads; The Step of Ormazd (huge jumps), the Breath of Ormazd (super-long wall runs), The Wings of Ormazd (flying along a set path) and the Hand of Ormazd (a sort-o grappling hook effect). Don’t get too excited about these special powers though, none of them are particularly exciting to use and just mean you bounce between pads to get to new areas with a press of (Triangle or Y) when you hit a pad. Later on in the game several different types of power can be linked together to form longer sequences and access the uppermost heights and the deepest depths of the corrupted lands.

The previous Prince of Persia trilogy may have had some tooth-grinding fights to endure but I’d say that this all-new PoP’s combat is fairer, and even with its highly repetitive nature manages to be fun yet challenging. Despite the combat system being consigned to a single ‘hack’ button a mixture of free-handed moves and combos combined with on-screen prompts or RTE (Real Time Event) combat (you have to quickly respond to on-screen button prompts), plus enemies that alter to various states (similar to many RPG’s baddies) give what could have been tiresome battles some genuine possibilities for variation, a thing sadly lacking in the last-gen trilogy’s fights, which often felt endlessly repetitious. The combat works well, even lengthy fights feel exciting and dynamic... as long as you block well (R1 or R Button) and don’t get hit too often at which point things can start to get repetitive; Elika will never let you die so “fatal” blows simply mean your opponent regains some health and the fight to deplete their health gauge starts over again. As for the platforming action, well, the wall running and swinging isn’t new, the swinging mechanic feels a bit like an old PS2 platform adventure called Whiplash, so that ain’t new either, but running along ceilings (with the aid of handily-placed rings) adds a new dimension.

Levels vary from the huge desert & temple area that acts as a hub, to several similar passageway sections, to castles, caves and dungeons all within the heavily stylised Persian citadel. The corruption makes everything looks dark and menacing, but once cleared the cheery sunshine-drenched outdoor sections are a feast for the eyes. Generally I’d say the difficulty level (fights are never feel “impossible” and Elika will always guide you where you need to go) and the mixture in atmosphere is just about perfect, but the number of impossible jumps, floating platforms and collapsed bridges (the Prince even remarks that “a bridge salesman would make a fortune around here”) and walkways means the game is always more fantastical then maybe it should have been, certainly more so even than the classic Ico, a game it so clearly wants to be regarded in the same class as.

The four zones are guarded by corrupted individuals with much more strength and magical power than the run of the mill bad guys; the Hunter, the Concubine, the Alchemist & the Warrior all end up as sub bosses as a precursor to the final battle against Ahriman himself. You can press the select or back button at any tine to open a map and set a waypoint where you want to go, and Elika will show you the way to go or even warp you to fertile (previously cleared) lands.

Complete the game and you’ll unlock some new outfits for Elika and the Prince including Jade’s from Beyond Good & Evil and Altair’s white hoody-robes from Assassin’s Creed.
I did enjoy the game but if I could change anything about PoP it’d be the way some things have been brought up to date made “contemporary”. I realise it’s all set in a fantasy land (that just happens to be somewhere near Persia) and we have no idea what place in time the game is supposed to be set but the way the Prince and Elika talk to each other is painfully modern, more 90210 or The Hills than historical epic, if it was a movie it’d star Paris Hilton and Matthew McConaughey, or maybe Troy McClure if he was busy... This makes for some amusing exchanges as their relationship grows, but at times it’s just too hip and modern for my liking, epitomized by the Prince missing a jump and yelling “Oh Craaaaaaaaaaaaaaaaaaaaaa”... before Elika saves him.

But in the end Prince of Persia was a pleasing and for the most part enjoyable adventure, never too difficult, plenty big enough and only a lack of variation in the gameplay let the prince down – Elika never does.


Best Bits

- PoP is a good looking game with wonderful animation
- Some clever platform sections and puzzles
- Gut-wrenchingly acrobatic
- Nice theme music loops throughout the game
Worst Bits

- If you’re not careful or skilful enough, some fights seem to go on forever
- Occasional camera problems during combat
- Eye-water shearing when the camera is turned
- Gut-wrenching acrobatics could cause motions sickness
- Retch-inducing dialogue
- Gets extremely repetitive

by: Diddly

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