Prince of Persia First Impressions

Ubisoft Montreal has taken a classic franchise from the shelf and dusted it down and is preparing it for its next-gen debut.

We recently caught up with the Prince of Persia development team to see how the game, which has remained a well-hidden secret until recently, has been developing. The fourth game in the series following 2003's The Sands of Time, Prince of Persia has been in development for more than two years and is coming close to seeing the light of day, with a launch planned for the second half of this year. Ubisoft Montreal is developing the Xbox 360, PlayStation 3, and PC versions, with Ubisoft Morocco handling the DS version. We sat down with Ben Mattes and Jean-Christophe Guyot, the game's producer and creative director respectively, to see the new prince in action on the Xbox 360.

Producing the Prince

Luke Anderson talks to Prince of Persia producer Ben Mattes about the reboot's story, characters, gameplay, combat and more!

Visually, Prince of Persia is looking quite promising, which should come as no surprise given that it uses the same engine as Ubisoft's other recent period piece and 2007 holiday hit, Assassin's Creed. However, the game marks an artistic departure from what has gone before, with the team opting for what it refers to as an "illustrated" style. While the team has attempted to distance the technique from the cel-shaded approach taken by games such as The Legend of Zelda: The Wind Waker and Viewtiful Joe, the graphics do bear some resemblance--although they're certainly not cel-shaded to quite the extent of the graphics in either of those games.

A mix between the stylised look of cel-shaded games and ones that aim for realism, Prince of Persia's unique aesthetic makes for a refreshing change. There are subtle graphical effects too, including black ash that seems to float in midair (perhaps serving as a visual clue to the corruption that exists), dust blowing across the landscape, and light bloom effects, all of which help reinforce the environment's dark, forbidding, and corrupted nature.

The events in Prince of Persia occur in a completely separate timeline from the Sands of Time trilogy, with an altogether new prince making his debut--except this time, he's not a prince from the get-go. The new character that you play as is described as an adventurer searching for riches, who, through the course of the story, becomes a prince. Inspirations for the character have been drawn from Sinbad the Sailor, Han Solo, and even Lo "Dark Cloud," the desert bandit from Crouching Tiger, Hidden Dragon.

The story is also loosely based on Persian mythology and the twin gods Ormazd (read: good) and Ahriman (read: bad). It seems that something's amiss with the Tree of Life--which holds the power of life and death--and an evil corruption is spreading across the land. Throughout your quest you'll need to heal the world one area at a time by destroying enemies that serve as a manifestation of that corruption, thereby ridding the land of it.

You'll also be accompanied by an attractive young lady named Elika, the last descendant of the guardians of the Tree of Life and apparently inspired by Keira Knightley's character in Pirates of the Caribbean. Elika has grown up within the walled garden that protects the tree from the outside world and therefore has led a rather sheltered life until now. While Elika serves as a storyteller, she'll also assist you in combat, acrobatic moves, and puzzle-solving.

Elika becomes your companion early on in the game, and while you won't control her directly, there is a context-sensitive button that's assigned to her and at your disposal during the game. For instance, you might be able to pull off a move midfight by throwing her over your shoulders into attackers or use her during the more acrobatic parts of the game to help you climb the more difficult ledges. She'll also respond automatically on some occasions, switching places with you while scaling a vertical cliff, for example. Despite the fact that she is human, she can't die or be killed in the game.

The enemies you'll encounter in Prince of Persia represent physical manifestations of the corruption. They're neither human nor mechanical but instead are a result of the gooey, organic corruption coagulating into adversaries, which, unlike in previous games where you fought multiple enemies at once, now have to be taken out one at a time.

The majority of the game's action takes place in outdoor environments. You'll explore canyons, cliffs, and many other natural structures that you're able to scale. You'll also find yourself indoors at times, with corridors and sheltered bridges mixing things up a bit. Highcastle, one of the regions we saw, was dominated by--you guessed it--a castle set high above the corrupted landscape.

The series has always had elements of acrobatics, puzzle-solving, and combat. However, on this outing the prince will have to rely more heavily on acrobatics to advance through the game. That isn't to say there won't be any adversaries or any puzzles to solve, but the emphasis will be more on exploration and using the prince's abilities to reach new areas. Standard Prince of Persia moves are back, but the prince also now sports a glowing, metallic glove that will allow you to perform an array of new moves, including the Grip Fall--a move that gives you a second chance in instances where you might otherwise have plunged to an untimely death.

The game has a partly open-ended structure, in that the order in which you explore each area is completely up to you. However, the path to each objective will still be linear. The developers didn't elaborate, but we were told that the order in which you complete the objectives will also have an effect on gameplay.

The game's world is divided into dark and light areas, which represent the two states of cursed land and healed land. One of the major objectives in one of the regions we saw was represented by a beam of light that extended high into the sky. When we came close to reaching the healing ground from which it emitted, we were confronted by a huge beastly creature called a hunter. After a short fight he was disposed of, and we were then ready to step into the light, presumably to vanquish corruption from the region, yet unfortunately for us, it was at this point that the demonstration drew to a close.

Prince of Persia will be making its way to the Xbox 360, PlayStation 3, PC, and DS later this year. Stay tuned for more coverage of the game.

423 Comments

  • gones26

    Posted Nov 16, 2008 3:06 pm PT

    looks brilliant, but all the other versions are going to be MILES ahead of the DS one.

  • GamesMaster4Evr

    Posted Sep 1, 2008 6:12 am PT

    C-O-O-L-E-S-T G-A-M-E E-V-E-R-!

    Can't wait, this is gonna be awesome.

  • 3249Mor

    Posted Aug 26, 2008 10:46 am PT

    He's the new prince!He won't even scare a rat.

  • Gamezster

    Posted Aug 11, 2008 8:34 am PT

    v -- It does spell awesome. Finally I can prove to my friends that Prince of Persia does not suck!!!!!!!!!! They think it sucks... Hah!! It will be on there Christmas list once they see the awesome platforming and combat.

  • Tasnuv

    Posted Jul 25, 2008 1:34 am PT

    it spells: A W E S O M E !!

  • yatatabien

    Posted Jul 23, 2008 6:52 pm PT

    Great new style

    **** yeah!!!

  • shinian

    Posted Jul 20, 2008 7:14 pm PT

    The Art style is great. Same goes for Alika. The Montreal Studio is in charge of this game so it's bound to be a smashing hit

  • icym

    Posted Jul 19, 2008 6:29 pm PT

    I love the art style. A daring to make that choice, but I think they'll get more fans than haters. Not everything has to be hyper-realistic. After a bit, all games look the same, no matter how well done it can be. This will help the game stand out for people to see and play

  • aduana69

    Posted Jul 18, 2008 1:17 pm PT

    kind of cartoony

  • lettuceman44

    Posted Jul 17, 2008 11:54 am PT

    Looks great.

  • Agulf

    Posted Jul 16, 2008 7:41 am PT

    Have to agree the art style is sweet. Reminds me of PoP 2. I'm not sure about the no death system though. But I guess load times due to deaths are played out by now anyway. Now if they had like a counter that told you at the end of the game how many times you were saved, and if they toss in an achivement for not being saved ever...

  • grambyte

    Posted Jul 16, 2008 3:13 am PT

    New style is very appealing, always loved the PoP series think this one will do it as well.

  • Bulldog19892

    Posted Jul 15, 2008 4:51 pm PT

    I wonder why their restarting the franchise? Didn't just end? It looks interesting, but it's seems strange.

  • branskamage

    Posted Jul 15, 2008 4:36 pm PT

    Hope it results as a brand new decent game, a hard one at least.

  • gamah_killah

    Posted Jul 15, 2008 7:41 am PT

    It's a change for the anime look, but I think it'll be more fun to play that way

  • Strife88

    Posted Jul 14, 2008 5:20 pm PT

    I'm hoping they show this tomorrow at Sony's press conference.

  • Cube_of_MooN

    Posted Jul 14, 2008 2:43 pm PT

    The graphics look great anyway.

  • zeeshan810

    Posted Jul 14, 2008 1:42 pm PT

    Cool the Graphics are Awesome GGggGGREAT*

  • lego863

    Posted Jul 14, 2008 11:24 am PT

    hmmm, i need to see more gameplay

  • playstation_wii

    Posted Jul 14, 2008 9:36 am PT

    I like the new Prince look much better.

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