Showing posts with label Prince of Persia. Show all posts
Showing posts with label Prince of Persia. Show all posts

Wednesday, April 11, 2012

VGR PoP Forgotten Sands [DS Version]


The Sands of Time Trilogy might have been closed with Two Thrones but with a new interest in the series thanks to a movie adaptation, Ubisoft thought it was a good commercial move to bring the series back in an all-new episode just for this time.

The game was released amongst most systems. In what I like to call the "Forgotten Sands chapters" (which would have made a much better title for this game IMO).
Like Untold tales or Missing chapters, all these games across the different consoles aren't the same but instead different episodes taking place in the 7 years gab between The Sands of Time and Warrior Within.
This is a review of the "DS version" available exclusively for the Nintendo DS system.



VGR: Prince of Persia: The Forgotten Sands
From Ubisoft/Ubisoft Casablanca
Played on Nintendo DS
Also available on /

Type Sidescrollin' platformer
Year 2010

Prince of Persia: The Forgotten Sands on the PSP system is another "interquel" episode in the Prince of Persia series taking place in the time gap in-between Sands of Time and Warrior Within. It is unrelated to the other Forgotten Sands game on the Sony PSP and can be seen as yet another separate adventure with no clear ties to the main series.

More precisely, this one seems to be a direct sequel of the HD Forgotten Sands as the djinn Razia is seen here still trapped, living the Prince's sword.

This game is also quite reminiscent of the 2008 game Fallen King, it seems Ubisoft Casablanca might has well been working on a pseudo-sequel of the adventures of that other prince before turning this title into a well timed Forgotten Sands chapter just in time for the live movie.
As such, the game was built upon that other game's engine, gameplay. (so, don't hesitate to check that previous review ;))


We're off to a good start...

The story opens up in medias res, as we join our mysterious Prince once more, as he awakens during a sort of ritual he's being part of.
It seems our hero has been abducted by a cult this time. They brought our hero to a temple somewhere in India, used his sword which was still containing the djinn Razia and obtain the royal blood of our hero as a sacrifice to bring back their mysterious "demonic" master.
This new evil escapes from the temple...with a price. Our Prince lost his memories and Razia is left powerless, trapped in the form of a yellow Navi-like creature.

As the Prince escapes from this place, he falls down into the dungeon. (back to the roots of the series?)
The dark ceremony was responsible for his disorientation.
The bad guys mutated into some kind of sand creatures.
Now trying to get his lost memories back and Razia's powers, they escape from the collapsed temple and go on a quest that will bring them all across India to hunt down and kill the members of this cult.

It's good to be the Prince!

I say story but that's all you'll get, besides some cute comic book-style cutscenes here and there.
No voice acting here, which honestly for this sort of game wasn't really a problem.

Once their memories and powers back, the Prince will have to face the resurrected evil force behing this cult which will try to conquer Babylon, and then bring back a more familiar setting for the Sands of Time trilogy.
The "Razia and his sword"-plot will also be resolved by the end, which ties in nicely (sort of) with Warrior Within were these Forgotten Sands elements were nowhere to be seen.

As for the game itself? It's all quite simple.
The game is divided into various levels, more linear than what you're used to see in the usual games of the series, each regrouped into 4 distinct chapters each with their own visual theme.
A boss awaits you at the end of each of these worlds, as well as a new gimmick-power to use in the following episode.
Razia never flies around like those annoying tutorial aids in other games, her portrait only appears in the cutscenes.
The game uses a super deformed chibi design again, like the last DS game.

What are you selling, stranger?

The game really feels like an improved version of Fallen King.
Ubi Casablanca built upon the problems of last time.

The game is again entirely stylus-controlled. No buttons required!
It's a 3D sidescroller. Back to basic, like Jordan Mechner's original. Thus, the story might sound basic but it is also a nice throwback to a simpler "get the villain, save Persia" scenario.
You guide the Prince by holding the direction to which he will run to. He'll climb, jump, sword attack, guard quite easily.
Combat happens often in closed areas or open space, not usually during the platforming sequences. It's a return to duels like in the original games.

The gameplay really feels more precise, tighter than in Fallen Kings. It runs on the same engine, but it works better, it is more responsive.
Things answer quickly to the tap of the screen.

Power of the stylus, I call upon thee!!

As far as PoP's powers go, this is also pretty basic.
Razia will provide the Prince with some sand/time powers over the course of the game, the usual.
It's a return to more "temporal" powers. Slowing down time, going back earlier in time...

Again, all stylus-controlled. You tap on the correct power icon on the screen, and bam! Activated!

Where it gets original is that you can tap over "sand", be it little sand dusts around or flowing sand-rivers...and affect it by rubbing it.
Either solidifying sand to use it as a platform or manipulating the sand to affect you, the platforms or even enemies!

By drawing a streak that connects some sand and a villain, you can take over his controls and use his weapons or uses his unvoluntary help to activate elements/traps/etc.

It's the Power of Sand!!~

Making a return from Two Thrones is also some riding sequences on horses. Often quite easy, they more like an excuse to grab some easy rubies for later.

Speaking of which, there's a little update/management system to the game.
You collect rubies by defeating enemies, in treasure chests, etc. and can go to a merchant between levels to buy additional power-ups, new in-game costumes, new weapons.
It's all quite simple but at least it's there! (as you can see in the drawings around these very words the different clothes you can put on the Prince)

Game Over, man! Game Over!

One one side, it's a much better game than Fallen King, graphic and gameplay wise.
On another, it's so much shorter.

The game just feels a lot easier, the boss fights are some of the easiest I've seen (besides one that got me thinking and trying a lot...only to find the obvious solution was the correct one).
Gone are Zal's magic powers/puzzles. Everything much ore straight forward here (you die? go back in time!).


Overall, sure, it's nothing new or really original..but it's still a good game.
The game is very simple to get your hands on, simple to play, feels "classic".
It's that simple, a mini Prince of Persia!

The music is quite forgettable. Too simplistic and background-y unlike your usual PoP soundtracks.
But it serves its purpose.

A very easy game, thanks to powers and frequent checkpoints. Enemies are a barely actual threats, more like convenient health drops, always giving you potions to replenish your life.

Anyways, it's a fun and entertaining game. For fans of platformers, sidescrollers and the series.
 
I give it:
 2.5 / 3 Bruces!

Saturday, November 26, 2011

VGR PoP Forgotten Sands [PSP Version]


The Sands of Time Trilogy might have been closed with Two Thrones but with a new interest in the series thanks to a movie adaptation, Ubisoft thought it was a good commercial move to bring the series back in an all-new episode just for this time.

The game was released amongst most systems. In what I like to call the "Forgotten Sands chapters" (which would have made a much better title for this game IMO).
Like Untold tales or Missing chapters, all these games across the different consoles aren't the same but instead different episodes taking place in the 7 years gab between The Sands of Time and Warrior Within.
This is a review of the "PSP version" available exclusively for the PSP system.


VGR: Prince of Persia: The Forgotten Sands
From Ubisoft/Ubisoft Quebec
Played on PSP
Also available on /
 
Type Sidescrolling platformer
Year 2010


Prince of Persia: The Forgotten Sands on the PSP system is another "interquel" episode in the Prince of Persia series taking place in the time gap in-between Sands of Time and Warrior Within.
It is unrelated to the other Forgotten Sands game on the HD systems and can be seen as yet another separate adventure with no clear ties to the main series.


Since this episode was also developed by Ubisoft Quebec, reusing a lot of assets, graphics, sounds and event gameplay elements of the Wii Forgotten Sands, I like to consider this one its direct sequel.
Various elements since to agree with this idea, like the Prince having another genie-sidekick, facing lots of incredible creatures/magic (which he stated was a first on the Wii installment). Also he exits this tale more decided to prove himself, wiser - which could tie easily into the Xbox 360/PS3 episode.


This time around the story is kinda unique.
Fresh from his adventures in Azad, problems seem to have followed the Prince right away and not the other way around.
It sort of foreshadows what would happen to the Prince in Two Thrones, having a sort of Damocles hanging over his head in the form of a monster/destiny chasing our hero...which he ends up confronting himself.

A long time ago, a prophecy was written, in which a member of the royal family of Persian would bring an end to a mystical creature, Ahihud the dark spirit of fire.
Sensing his end come to a close, the creature decided to leave his hid and strike at all the royal bloodline throughout the lands.
Believed the monster to be only a myth, but yet in the light of the recent attempts on his family, seeking protection the noble King Sharaman decided to put all of his sons under protection in the city of Babylon. Hearing someone calling for him, one night, the Prince made a run for it and escaped his tower in the direction of a mysterious light...

The light turned out to be Helem, a djinn, and spirit of Time.


This PSP Forgotten Sands is closer to the original 1989 PoP than the recent 3D parkour-inspired Ubisoft episodes.

First of all it is what some call a 2.5D platformer, simply put, a sidescroller.
But the game is running on the same engine as the Wii version nonetheless (which featured lots of sidescrolling segments as well, probably developed alongside this game).

Which means the Prince is back to basics, no more camera angles-problems or loads of melee fights.
Running, jumping, climbing. The gameplay is all quite intuitive and easy to get a hang of.

As long as you explore Persia and get closer and closer to Ahihud, you will travel through magical lands and free more of the Helem's sister, the Daughters of Time.
They will grant you new powers and abilities, as it is the custom in most PoP games. But sort of like the Wii "interactive powers", no time remote this time around. Instead you will gain the ability to slow down or accelerate zones/elements/foes. It gives these powers a more straighter approach and confine them to gameplay instead of facilitating your game (time rewind serves to make the other PoP games bearable to novies afterall).


The game is also lacking the more "beat 'em all" approach of the franchise present in most modern PoP games.
It is all about the platforming experience.

There is some combats, duels mostly on 1-on-1 or up to more enemies sometimes...but they're still basically duels in which some random enemies will fly around/respawn/annoy you while the main objective will be to deal with the principal opponent.
There's not a lot of them, even the Prince will comically remark on the lack of enemies around this time.

Which is nice if you ask me, it was about time the annoying combats got shoveled in the background to bring back the exploration and platform to the scene.


Ahihud is trying to devour the magic that inhabits the land, what people call Elixirs.
(little throwback to the original elixirs the Prince used to drink in the earlier games)
Defeating monsters will grant the Prince Elixirs. Which are then used as currency to either upgrade his strength (attacks, combos..) or vitality (health bar, life..). 
You can also buy making off elements from the main menu, like unlockable artworks, concept arts, music...
The game is also unique to the Ubisoft produced Prince of Persias games, like the Wii version was, in the sense that it relies on a proper Life system.
What people complained about the fantastic 2008 game, it not proposing an actual life system and using Elika to respawn immediately, while actually the whole series of PoP never actually having proper lives/punishing deaths. Well, this time you have a certain amount of lives. You can save your progress and replenish your lives & health at fountains of water. Losing all your health will lose one of your lives. Losing one life brings you back to the beginning of the current room/screen. Losing all of them will kill you for good and a backtrack to the earlier fountain it is.
Exactly like the Wii Forgotten Sands actually.

There's some pretty fun and interesting bosses too.
Not too many of them, just the ones that were okay to have around here story-wise. Like a gigantic guardian Ahihud has around the palace, or the sand monster-assassin who was hunting down the Prince's relatives.


Overall, it is easily my favorite of all the versions of the Forgotten Sands Ubisoft released simultaneously.


The game is quite long. There's some replay value, you can replay earlier levels to either complete a perfect score on them (based on time, collectibles and whatnot), find all the Elixirs or totally upgrade the Prince.
There's some fun portions of the game played in the "spirits realm", where you have to free Helem's sisters in magical settings which will make you use your grey matter to process through the traps using all of your powers.

The music is decent, mostly probably lifted off the Wii title like the character models.

The game starts kinda simple but it will gradually get harder and harder, until the final "boss level" which is also the most complicated and interesting level, design-wise. It will make use of all your abilities while losing them at first only to regain them one by one.

Great fun game, original, well executed. I wish the Xbox 360/PS3 Forgotten Sands could have been at least half as good as this...

I give it:
 2 / 3 Bruces!

Wednesday, September 21, 2011

VGR PoP Forgotten Sands [Wii Version]


The Sands of Time Trilogy might have been closed with Two Thrones but with a new interest in the series thanks to a movie adaptation, Ubisoft thought it was a good commercial move to bring the series back in an all-new episode just for this time.

The game was released amongst most systems. In what I like to call the "Forgotten Sands chapters" (which would have made a much better title for this game IMO).
Like Untold tales or Missing chapters, all these games across the different consoles aren't the same but instead different episodes taking place in the 7 years gab between The Sands of Time and Warrior Within.
This is a review of the "Wii version" available exclusively for the Wii system.


VGR: Prince of Persia: The Forgotten Sands
From Ubisoft/Ubisoft Quebec
Played on Wii
Also available on /
 
Type Parkour/action platformer
Year 2010

Prince of Persia: The Forgotten Sands on the Wii system is another "interquel" episode in the Prince of Persia series taking place in the time gap in-between Sands of Time and Warrior Within.
It is unrelated to the other Forgotten Sands game on the HD systems and can be seen as yet another separate adventure with no clear ties to the main series.
I would consider this one to take place right before the HD version, as the Prince seen here as clearly never seen such strange creatures or magic at work on this scale. (in Sands of Time, things were much simpler as well so were creatures confined to mostly human-sized revived sand creatures before Warrior Within and Two Thrones introduced more fantastic elements)
And the motivations behind the Prince in this game could tie-in easily in the reason why the Sultan sent him to see his brother Malik in that other game. (to learn leadership)

With this game not developed by the usual Ubisoft Montreal, it was up to Ubisoft Quebec to bring this original entry to the Wii system.
The game is also back to using the more familiar JadeEngine from Ubi's last generation of titles, making this game feel and look a lot closer to the Sands of Time trilogy. The gameplay is also back to a more traditional 3D platformer vibe over the free running and lose control of the next gen version.

Enters a familiar face in an unfamiliar place..

The game follows our unnamed Prince one more time as he travels throughout a mystic lands to conquer a kingdom, with the help of a genie-like being acting as sidekick.

The story starts "in medias res" as our Prince is seen escaping some collapsing ruins. The Prince follows the lead of a djinn named Zahra. She guides him through a jungle to escape the perils. Finally they arrive at an oasis where she offers a deal to the Prince through a mystical pact. The Prince kisses Zahra by the way of a statue she possesses which grants him magical abilities and she promises him a Kingdom.
With the dialogue being played as the game progress, we understand the Prince was able to get this djinn in a market.
With this magic pact in effect, their union permits the Prince to see what Zahra sees. The Prince finds his way to a gateway leading to the "Kingdom of Izdihar". But once there, he discovers only ruins and desolation. This once fantastic realm his now a deserted place, filled with posonous vines and decay everywhere.

The Prince sees a sword stuck on stone, pulls it out....which frees a sort of Witch.
Then as quickly as it took the Prince to find this place, another monster pops up. The Prince stabs it, but the blade breaks and gets stuck on the giant monster, who flees the scene with the impaled weapon.

She just wants to make out with the Prince that much.

Zahra explains to the Prince was has just happened.
It seems Izdihar had been invaded by corruption called The Haoma a long time ago.
That sword was used to contain the poisonous spread of those vines, taking it off released the Haoma.
The genie wasn't obtained by coincidence by the Prince, she allowed herself to be captured and to be found in a marketplace on the path of our hero so she could trick him into helping her out. The Prince himself was seeking a Kingdom of his own, a Princess and mastery over death itself to impress his father.
A long time ago, there lived many djinns in these mysterious lands, but only one survived the Haoma.
Now the Prince has to find back that monster, regain the sword and forge it to save Izdihar.

Most of the game is spent chasing the giant creature from place to place.
Spoiler:
The monster is finally revealed to be the former King of Izdihar cursed by the Haoma.
He makes our hero promise to save his daughter the Princess Nasreen.
Finally on the path to defeat the Haoma, the Prince needs to clear four trials imposed by the Gods.
After a final confrontation which reveals the true nature of the witch released much earlier, the Prince transfers the powers of Zahra (magic, immortality,..) to the Princess with another Kiss...
In the end, the loop is broken.
The game surprises the player by taking him back through a familiar scene.
The Prince is seen escaping some collapsing ruins... The Prince follows the lead of Zahra... She guides him through a jungle to escape the perils....
Spoiler:
The Prince discovers Zahra offered everything he wished for...and so much more. He had been living for various lifetimes this adventure. She offered the Prince a Kingdom he could never have, was fighting for a Princess corrupted and was offered immortality through a loophole.
When the Prince kissed the Princess he broke the cycle.
Now in a spiritual real Zahra wants the Prince to stay with her forever. The Prince escapes this realm.
He finally arrive at the oasia from waaaay back at the beginning of the tale. Nothing happens with the union broken. The Prince leaves into the desert...
Gameplay!

The game plays mostly like you'd expect a modern Prince of Persia from Ubisoft to play like.
It was built upon the series' last gen engine, so it feels exactly like past games.
Despite the Wii's own original controls, after some getting used to in the earlier easier levels, you'll pretty much get a hang on this game very fast.

The game's your typical "action adventure" game (as they call it, but I really dislike this classification since such games never feature any real "adventuring" in the classical sense of the term).
So this means, a 3D platformer with puzzle elements and some combat.
But unlike the lesser good entries of the franchise combat's role mostly that of a background.element. The core gameplay is all about exploration, using the Prince's acrobatic moves to make you way through the mazes and ruined kingdom and lots, and I mean a lot, of puzzles.
As a matter of fact, platforming is also turned into a puzzle element, making your way across the rooms requires a lot of thinking and planning through.

In this way, the game feels nothing like the HD version of Forgotten Sands which emphasized combat.
(with its "free play" combat control)


The game will have you go from place to place, clearing zones of puzzle.
Monsters will often ambush you in small rooms/zones or spawn as you will least expect them to...but they're often pretty easy to dispatch.

Replacing the "stealth kills" of earlier game but serving the same purpose as making your way through the combats quickly to move along, there's a new "leader" mechanic to group of enemies. Some monsters will have a sort of blue aura to show who acts as leader in a group of foes. Kill the leader and the rest of the enemies will scatter. (though you will gain less "energy", which is used to either replenish your lives/health/abilities progression/or unlocking stuff)

There's also a light "co-op" capability in this game, making it the first occurrence of such in the entire series.
But it's really limited, a second player will be able to "freeze" enemies around controlling a kind of djinn/touch-screen feature. Nothing to write about, really..


The "main meat" of the game is in the creation powers.
Zahra offers the Prince the ability to manipulate the environment, making this game the less linear Prince of Persia to move around, environment-wise.

You will gain these powers progressively.
But the Prince will be able to affect the world around him, the way you will "parkour" your way around the rooms/spaces.
There's a Spirit Hook, which allows to wall-grip your way around surfaces, which will deeply affect the way you explore the areas.
The power to create Whirlwind Pillars, which serve as platforms you generate to elevate yourself or jump around.
And finally you will be able to make Spirit Spheres to either avoid falling or combined with Spirit Hooks will provide you a way to fully explore levels.

These powers are to be carefully alternated since you won't be able to duplicate them until these "spirits" regain the Prince's body.
It's all pretty easy to use, just point and click with the Wiimote directly. But the puzzles get pretty clever and some later parts pretty though to clear. (specially around the "Challenges of the Gods")


The game's fairly long.
Not huge mind you, but long enough for this type of game. Specially since some parts will get tricky and quite challenging. (intellectually moreso than platforming-wise)

The game offers a lot of unlockable content.
From developers diaries to concept arts.
There's also some skins to unlock to play as the Prince from a past game.
Various challenges, some based around ideas seen briefly at some point in the game, including my favorites a labyrinth and a whole mini-game played with a sidescrolling point of view (which happens at some rare points in the actual game) making it a very nice reminiscence of the original Jordan Mechner game or the PSP Forgotten Sands as well. (more on that in the later Forgotten Sands-PSP review!)
The old original 1992 SNES port of Prince of Persia is also unlockable!

The game's music was composed by Tom Salta (Red Steel, the Tom Clancy's: HAWX series).
It's simple. It get the mood and the atmosphere right but isn't that remarquable really.
(I'm usually a fan of the series' sountrack though!)
Not really generic, just not that epic. It gets the job done I'd say.


Overall, I liked it.
It is a much better game than main Forgotten Sands game.
It simply feels a lot closer to the originals while proposing innovating gimmicks. (the "creation powers") Which gives a fresh breath to the series mechanics and offers quite a lot of challenges in later parts of the game.
The game is a great entry in the series, despite one might think from the Wii motion controls. It only takes some getting used to. (but it isn't that hard, really)
The only part that kinda annoyed me was to have to use the motion to swing the sword around. But even that, thanks to the "leader" element, enemies never took that much effort.

It is also the first Prince of Persia (Ubisoft and otherwise) to actually introduce a life system mechanic to the Prince.
(people often unjustly bring this point up against the 2008 game, but let's be honest, life has never really mattered in a PoP game, even the original one with its limited one hour-limit)
You start the game with 1-2 lifes. Losing them will GAME OVER you back to a fountain where you can save/replenish your health.
So without a time-rewinding system you have to be careful, take your health into consideration, try to conserve it through the fights.
Later one you will be able to obtain additional lives which make the later harder parts easier.

The game is quite puzzle heavy. And combat barely existent. (thing the Prince will refer to in some of his funnier quotes/breaking the 4h wall almost)
There's some great segments you'll play through a 2D plan, sidescrolling. Easily my favorite moments of the entire game!

At first I didn't like the plot that much, but the more was revealed about it through dialogues and cutscenes, the more I got invested and interested in finding out about this mysterious Kingdom.

The problem is perhaps that it feels so unrelated to the main SoT series it makes you think why this wasn't a new Prince or the 2008 one instead. (but this could be said from all of the Forgotten Sands game)
You kinda wish it had at least some mentions to that storyline (the Dahaka's debut?) rather than being such a self-contained plot.

I give it:
 2 / 3 Bruces!

Wednesday, August 17, 2011

VGR PoP Forgotten Sands


The Sands of Time Trilogy might have been closed with Two Thrones but with a new interest in the series thanks to a movie adaptation, Ubisoft thought it was a good commercial move to bring the series back in an all-new episode just for this time.

A new game was released amongst most systems. In what I like to call the "Forgotten Sands chapters" (which would have made a much better title for this game IMO).
Like Untold tales or Missing chapters, all these games across the different consoles aren't the same but instead different episodes taking place in the 7 years gab between The Sands of Time and Warrior Within.
This is a review of the "Next Gen-version" available on Xbox 360, PC and PS3.

Warning though, this is in no-way a continuation of the 2008 installment, The Tree Of Life, which has been put on hold for this episode and the Assassin's Creed franchise taking all the resources and time at Ubisoft.


VGR: Prince of Persia: The Forgotten Sands
From Ubisoft/Ubisoft Montreal/Ubisoft Singapore
Played on Xbox 360
Also available on PS3 & PC
 
Type Parkour/platformer
Year 2010

With the Sands of Time series closed in a perfectly circular and well rounded ending in Two Thrones, this chapter of the Prince of Persia franchise was supposedly perfectly sealed away and closed on a fitting final note.
But due to the movie production gaining such a tremendous momentum, Ubisoft had to release something and make some profit out of this new light shining on the series.

This Forgotten Sands game saw a multi-platform release on most current systems.
Each depicting a one of four separated storyline.
The main Forgotten Sands was developed for the much more powerful systems. It was built over the Anvil Engine, the same one powering up the 2008 Prince of Persia game and the Assassin's Creed series. Though instead of making a similarly built huge freely explorable open world with the same type of nervous and fast gameplay, they adapted it to mimic the original Sands of time/Warrior Within/Two Thrones episodes.
engine PoP2008/Assassin's Creed

How did this game far off, rushed under a year worth of development and trying to be reminiscent of the old Gamecube/PS2/Xbox games?

Me meet again, Prince...

The story sees the return of the previous hero, the Prince from the Sands of Time series.
This episode is an "interquel", it takes place during the seven year gap between Sands of Time and Warrior Within.

The Prince is back!
The story opens with the Prince arriving from the desert on a horse.
He was sent on a quest by his own father to learn from his older brother Malik leadership and how to act as such.

But once there, the Prince finds this Kingdom under attack  by some army who wants to reach the treasured buried under the Palace...
He finally meets up with Malik. Malik also wants to get in the treasure vault, believing some mystical artifacts stored there to be able to free his people from their wrongdoers. Malik convinces the Prince they have to rely on the Army of King Solomon as a last resort to save themselves. They break a magical seal...which summons creatures made of sand all accross the Kingdom! Both keep half of the the seal.

Trouble arises!

The unleashed army is uncontrollable...quickly the whole population is turned into sand and the Kingdom overruled... Malik and the Prince are immune thanks to the protection obtained from the seals.

Both get separated once again from each other... The Prince finds a strange portal to the magical lair of the Djinn Goddess Razia. The Prince discovers it wasn't Solomon's army but merely the foes that were originally sent to kill him in the first place.

To stop this madness, the Prince then must reunite both sides of the seal.
Razia gives him special abilities to face his opponents. Meanwhile, Malik's turning slowly into a pawn for the real enemy here. He thinks he wants to destroy the whole army, enemy by enemy, gathering more and more power...but he's actually being slowly becoming the demon Ratash, the real leader of Solomon's Army.
Ratash pursues both our main characters who each have part of the seal. Malik and the Prince think they were able to kill him..but Malik's under his control and becomes the host for his new body.
At this point, the objective his clear, the Prince has to defeat his possessed brother to get rid of the monster.

New locations! New characters! New abilities!

At first glance, this game's storyline seems pretty simple or even non-existent. But fact is, there's a lot more to it than it seems.
The story is clearly more Arabian Nights than past PoP games.
Djinns, King Solomon, magical artifacts and seals... The atmosphere is pretty far from Sands of Time yet fitting in that series.

Graphically the game might look good at first eye, specially the beginning around the exteriors of the palace. But once you get inside, most backgrounds look similar and kinda boring. (and with a noticeable weaker attention payed to detailed)
To be precise it's in "details" that the game seems most rushed. Human foes, which in previous games never disappeared unlike mystical creatures, disappear as well like a last-gen video game, enemies are repetitive and not that interesting, there's also so few types of them...

The Queen Razia offers some interesting mechanics to the series that keep the player in pretty familiar ground yet bring in new nice gimmicks to play with.
The game feels and plays kinda similar to Assassin's Creed controls or the 2008 PoP episode. Meaning it's more in the lines of parkour rather than "classic" acrobatics. Yet they made so the gameplay would feel "similar" to Sands of Time. Read that sentence as it tries to imitate but it isn't as tight and the same as SoT gameplay was. It doesn't feel the same, it tries to be so.
Everything got simplified to.
From platforming to combat.
No need to keep a button pressed to run over walls, little details are made automatic (others are "fixed", like jumping from a place like a column, no need to turn around it to face your objective, just press the direction stick). Combat is made "free style", you can face armies of dozen or more foes without a guard button, it's made faster and more agile, thanks to a melee system which takes some getting used to though.

Why is it always corrupted people turned into giant monsters...

The seal makes the Prince able to absorb the power of the enemies once defeated (or inside jars you can break around, never saw as many breakable jars in any past Prince of Persia game for that matter..).
It helps the Prince regain energy for the special abilities or his health bar.
Razia powers at first only serve to regain the time control ability from Sands of Time (from a plot perspective, bringing back the ability he couldn't have outside the Dagger of Time/Warrior Within storyline) but quickly this water Goddess gives the Prince new powers. Like the ability to "stop" water (freeze it really) or bring back elements from the past. Which is mostly used in the environment to progress, featuring in later parts some real smart puzzle elements.

The gameplay is kinda too simplistic at first due to the new Engine. It never quite feels like the Sands of Time trilogy, but some update to the gameplay doesn't annoy me much.
It's the over simplification that is kinda too bad.. Walls you can climb into or walk across are heavily marked.
The game doesn't feature a proper classic HUD, and is usually void of any indications (the lightly charged HUD menu disappears) like most current next gen games. So they tried to make things relevant and obvious in-game instead.



There's a sort of RPG-ysh system to manage your progression. Besides Razia's mystical powers, the game features 4 core elemental abilities which serves as power-ups during the playthrough. Fire, Ice, Wind, Earth. You can purchase abilities like shields or offensive upgrades, which all branch out in a chart. You buy those with the experience aquired.

The game is sort of linear, like the original Sands of Time rather than the open world 2008 game or the huge island explored in Warrior Within. But it isn't much of a problem since you'll spend your time going all over the palace in a natural progression.
There's some big giant bosses like the series often features. The game takes full use of the new engine by bringing in up to 50 foes on screen at once.
You'll have to mast the new combat system sort of inspired by the way Altair or Ezio fight in Ubisoft's other acrobatic franchise.
There's some QTEs again, back as finish moves during the bosses like in past games.


The game is mostly about platforming.
Warrior Within fans worry not, combat is still plenty, the fighting sequences will have you on your toes since it gets harder if you do not embrace the new system.

On the puzzle aspect, they're well thought, some later ones gets pretty impressive, it really shows Ubi's got used to it after all these Prince of Persias.
The platforming is kinda simplistic at first and gets more challenging during the game. But trying some earlier parts again, it was pretty weak at the start...seems Ubi tried to make this game a bit too much accessible (because of the movie no doubt.)

The music is easily the best aspect of the game. It was composed by Michael Bay's own favorite music composer, Steve Jablonsky no less!
It's sort of in-between Prince of Persia (2008) and the live Sands of Time movie. Beautifully orchestrated, epic. Simply amazing to listen to!

What more to say?
Purists will like the Prince being voiced once again by Yuri Lowenthal.
And fans will love Ubisoft's own "achievements/points", allowing through their own network, UPlay, to buy features like an Ezio skin.


Overall, I have to admit, I really wanted to dislike this game at first.
It seemed rushed, totally improvised. Plus Ubi put on hold the sequel to the 2008 game I loved.
But the fact is...the game was kinda better than what the marketing and general reception made me believe it to be.
It got generally undeserving bad receptions. When it is genuinely good.
Not perfect, sure. But playable and fun - which is more than enough to me.

The game was made for a more broad audience, mainstream and unfamiliar with the series in mind.
It is really simple, you'll almost never die even in huge unending combats against waves of enemies thanks to an incredibly strong and fast character. Plus, like all of Ubisoft's PoP, there's no real death impact or consequences. (life system, etc..)

It is meant to work as both part of the Sands of Time trilogy AND as a pseudo-sequel to the movie as well. Which explains the redesigned Prince. With a face similar to the SoT Prince of the darker WW Prince AND the live action Prince from the movie too. (he looks quite ugly and different on the boxart for some reason though...)

I see the game as a sort of reimagining of Warrior Within for the movie version. There's a big focus on melee combat with the new "crowd control" system. You'll go through various similarly remade environments as seen on the island in WW, from the clocktower to the gardens, ruins, catacombs and other similar places. And the color and tone is not that far from that game too. Also, the Prince is sporting his WW inspired battle armor again. (did he wear that throughout the 7 years gap up until WW??)

Rushed? Probably.
Not inspired? Sure.
But a nice game, if you're a fan, that deserves to be played through. Give it a try, you might like this addition to the series.

I give it:
 1.5 / 3 Quacks!