I’ll be honest, the main draw for me with Prince of Persia was the amazing art direction and graphics style. From the very outset the game is gorgeous; balancing sparse, desolate wastelands with lush fields of flowers and vegetation all in a remarkable (if somewhat familiar) cel shaded style reminiscent of The Legend of Zelda: The Wind Waker. However, Prince of Persia is cast graphically in a more serious and realistic tone with dark, heavy outlines around the characters and stunningly realized textures. Luckily for gamers, the game only gets more impressive as it progresses.
Each of the four main areas in the game are incredibly varied, from dark stone castles to bright, carnival-esque air balloons hanging impossibly in the sky, all of which are meticulously detailed. There were numerous occasions in the game where I found myself stopping to just pan the camera around and admire the scenery. There are very few games that inspire this sort of awe, yet Prince of Persia easily joins their ranks.
Its not just the beautiful graphics engine that makes the game so pleasing to look at. I suppose a large amount of the credit is also due to the rock solid frame rate that rarely (if ever) drops. Traversing the world and scaling the massive structures within is a breathtaking experience, made all the more incredible by the impressive engine upon which the game runs.

But there’s more to this game’s appeal than just its aesthetic. Set in a fictitious fantasy world where the dark god Ahriman threatens to be unleashed upon the land, it becomes the Prince’s job to assist Elika, the last remaining member of an ancient bloodline known as the Ahura, in her quest to banish Ahriman back from the prison he came. The relationship that grows between the Prince and Elika is one rarely done effectively in gaming. The two quickly become reluctant friends, whose bond only grows stronger as the game draws to its close.
A large part of this successful friendship is the excellent dialog between the characters, brought to life near perfectly by their respective voice actors. The Prince at first comes off as a carefree vagabond with a mouth full of smart remarks, yet blossoms into a character I think everyone can empathize with by the end of the game. While his reckless nature and (sometimes cheesy) one liners never fully dissipate, it is obvious the Prince matures through the course of the narrative, made all the more clear by Nolan North’s (Who you may recognize as Drake from the game Uncharted: Drake’s Fortune) spot on portrayal.
At any time during the game players can stop and speak to Elika by pulling the left trigger and at key moments during the story progression, which is where the real magic occurs. The conversation between the Prince and Elika is always sincere and frequently humorous. The two often take snotty shots at each other and its here that the real roots of their friendship show, as well as the brilliance of the dialog. All of this is cemented by an exceedingly excellent musical score and intriguing (yet somewhat cliché) storyline told mostly through flashbacks and spoken exposition.
But of course, the most important part of a game is how it plays. Coinciding with recent industry trends, Prince of Persia is set in an open world environment where players can tackle any of the areas in whatever order they wish… Almost. Unfortunately the game places arbitrary limits on how and where players can progress by requiring certain “powers“ (of which there are four total -- more on that later) in each area, effectively sheep herding players into a certain direction. However, which powers players choose and in what order is completely up to them, so in essence, the game is open world, just in a very odd manner of speaking.

Once players turn the Prince loose upon the world they are introduced to the game’s core platforming mechanic which, for all intents and purposes, works just fine. Wall running, climbing and pole swinging (staples of the franchise) all make a return, but in absence of the time manipulating concept from previous games. While I have no context with which to lament the loss of the time manipulation, I can’t help but feel the core game play might have been much more interesting had Ubisoft Montreal decided to include it.
Regardless, leaping from place to place is oddly satisfying, particularly upon completion of a complex string of maneuvers. What struck me the most, however, is the odd sense of rhythm that the platforming possesses. The controls are somewhat delayed in their response to player input and at first I found this incredibly frustrating as I kept dying due to this delayed response rather than by my own lack of skill. However, as I dove deeper into the game and began to discover this sense of rhythm in the platforming, I was able to easily settle into the “flow” of the game and found myself performing much better. Even stranger, the delayed controls started to feel natural.
This same sense of rhythm carries over into the combat system which, in keeping with the reboot of the franchise, breaks drastically from previous entries. Encounters with enemies are strictly on a one-on-one basis and I feel that this is a great addition to the combat.
Of course, there were times when my rhythm was off and I… Was brought back by Elika. Unlike most video games, Prince of Persia does away with the notion of death and retries and replaces it with a sort of saving grace wherein Elika is there to save the Prince at every turn, no matter if he’s falling off cliffs or getting stepped on by giant monsters of stone. While I have the feeling that most gamers will reject this design decision, arguing that it removes the challenge from the game, I must say that I disagree. Due to the removal of deaths in the game, there is much less frustration from trial and error game play.

Its unfortunate then that the game play quickly devolves into a repetitive structure of liberating areas known as “Fertile Grounds” by taking down one mini-boss multiple times, after which players are tasked with collecting a set amount of “Light Seeds” before they can progress. Each area has 45 light seeds, but its not required to collect them all. This structure may be interesting at first but quickly wears thin when players inevitably realize that they are essentially doing the same thing over and over again in different areas, similar to its Ubisoft cousin Assassin’s Creed.
But like Assassin’s Creed before it, Prince of Persia is the sort of game whose drawbacks are minor and easily overlooked in the grand scheme of the painting. Gamers who are able to look past the repetitive game structure are in for one excellent experience in gaming, capped off by one of the most memorable endings in recent years. There’s no doubt that Prince of Persia has its fair share of problems, but I would not hesitate to recommend it.











