Released on: PlayStation 3 (version reviewed), Xbox 360, PC
Developed By: Ubisoft Montreal
Who Also Developed: Previous Prince of Persia games, Splinter Cell, Assassin’s Creed, Far Cry 2.
Published By: Ubisoft
Demo Available: No
Additional Content: Additional area for PS3 and 360, not for PC.
Ben’s Progress: Game completed. 37 of 51 trophies earned in the base game (non-DLC).
You enjoyed Assassin’s Creed’s basic gameplay and would like a more traditional game on top of that – this is much more of a linear platformer.
You enjoy playing games to reach the conclusion more than for the challenge – Prince of Persia won’t challenge, but tells an interesting enough story along the way.
You like the idea of a game that removes most of the punishment from the gameplay – make a mistake and PoP immediately puts you just before you slipped up.
You like simple games that can be breezed through without difficulty – there’s nothing here that will tax you.
You like to be challenged by games – Prince of Persia won’t satisfy at all in that respect.
You really didn’t enjoy Assassin’s Creed – this is pretty much the climbing of that game streamlined even further.
Stripped-down platformer using the same engine as Assassin’s Creed. Unnamed Prince encounters ruins of a dying civilisation and tries to help one of the remaining locals stop a dark god.
Basic premise boosted by good dialogue between the two central characters. Interesting ending that will either be appreciated or loathed.
Essentially a streamlined version of previous 3D Prince of Persia games. Navigate areas through jumps, wall runs, pole vaults and the like, defeat a boss and cleanse the area of corruption. Doing so fills the area with Light Seeds which must be collected to spend on new abilities for NPC companion, to access new areas.
Much of the difficulty and need for timing is removed to make for a smooth, simple experience.
Combat always takes place as one-on-one battles and are limited to a few key enemy encounters. Works like an enhanced version of Assassin’s Creed’s, with elaborate combos and counters. Small size of combat area often means combos are broken by QTE ‘struggle’ encounters when player or enemy reaches the edge.
Again, a modified version of Assassin’s Creed. Controls and climbing are very smooth and a lot of the process is automated, reducing player input down to queuing commands rather than depending on precision or timing.
Excellent art style and cel-shaded visuals. Interesting character designs and excellent, smooth animations.
Good overall, music suits the setting.
Strong voicework from the two leads that adds a lot to the characters and the setting.
A good game that possibly goes too far in the direction of streamlining the experience for the player. Removing all the unnecessary fuss and restarting of death in exchange for simply putting you back to the last safe point (in platforming) or restoring health to an enemy (in combat) is very welcome, but taking almost all challenge from platforming and combat is less so and will be a dealbreaker for a lot of players. This could have easily been solved with a higher difficulty setting that removed a lot of the hand-holding and forgiving elements.
Prince crouching: IGN
Elika Close-up: Eurogamer
Prince Hanging: IGN