Sunday, November 9, 2008

Prince of Persia The Journey Begins



October 7, 2008 - Forget what you know about Prince Of Persia . Do your best to put the Sands of Time and its two sequels behind you. The new Prince of Persia, built on a modified version of the Assassin's Creed engine, is different from any game in the series' storied history. Sure, it still has amazing animations, death-defying acrobatics, and thrilling combat, but the new Prince is a completely different experience in almost every regard. It's an evolution of the past three titles, and if the first act (of three) is any indication, it's a step in the right direction.

The story begins with a new Prince wandering through the desert. He's calling out to Farah, who's become separated from him during a sandstorm. Farah is his donkey. Instead of finding his wayward ass, the Prince runs into Elika, a mysterious barefoot girl on the run from what appears to be an elite group of guardsmen. After a quick introduction to the combat system, you're fighting a few guards and then running with Farah into a strange new world.

The two come upon the mystical garden where Ahriman is being held captive within the Tree of Life. It is the duty of Elika and her people to guard this tree and keep Ahriman from ever escaping. But just as you arrive at the tree, the leader of the guardsmen approaches, telling Elika that the hour of their people has passed. This is your first boss battle and it doesn't end well. The man, whose identity and purpose we'll leave for you to uncover, smashes the tree and sets Ahriman free to corrupt the world.

After this point, Prince of Persia opens up. The garden is your hub, from which you can easily reach the four worlds that make up the bulk of Prince of Persia. Ubisoft has promised that the world is open. That is true. Each of the four worlds is made up of four different, connected levels. The worlds and each level are circular. To get from one area to the next, you just need to hug a wall and eventually you will come to a junction connecting to the next area. If you want to try and heal the level you're in, it's just a matter of breaking from the outer wall and venturing inward.

This set-up isn't obvious at first. It's only after clearing a few levels that the design starts to make sense and it becomes easy to maneuver where you wish. While you can go to quite a number of places at your leisure, there are some limiters. The majority of areas have magic plates that can only be activated once Elika has unlocked a specific power. There are four powers to unlock that correspond with four different plates. So while you can progress partially in certain areas, you'll often need to have unlocked the powers of a plate in that level to reach the healing ground.

If you're worried that this somehow funnels you towards certain levels first, don't worry. You get to choose the order in which you unlock Elika's powers. Unlocking Rebound magic won't just open two areas in the first world, but also areas in one of the other worlds. So while there is the somewhat typical game convention of limiting your access to certain areas, you still have the choice of which you play first. And the choices you make do matter. Each boss will release a different corruption trap into the world that will remain for the rest of play. These releases are tied to specific levels. You could avoid these levels until near the end of the game, making the acrobatic elements fairly easy, or tackle them early to add acrobatic challenge. The same level you clear at the start of the game will be quite a different experience for a friend who saves it until the end, after all of the corruption has infested the area.

The first world focuses on a single boss, The Hunter. This ruined creature was once a man who sold his soul to Ahriman. He makes an appearance in each level of this world, growing stronger with each successive battle. Fights with the Hunter are epic moments, especially if you are just getting used to the combat system.

Prince of Persia is not a button masher. Combat is built on a simple principle. You have a button for your sword, one for your gauntlet, one for Elika, and one for acrobatics. There are no set combos, no "light" and "heavy" attacks. Instead, Prince offers a dynamic fighting system that adapts based on what button you press and when you press it.

You might strike first with the gauntlet, which launches your enemy into the air, then when he is at his full height, hit the sword button for an air strike followed by the Elika button to see her launch the enemy even higher in the air and then finish with the gauntlet again to perform a grab move and throw the Hunter into the ground. Uncovering when to press a button and how to extend an attack string is one of the rewarding elements of Prince of Persia that is unlike just about any other combat system I've ever experienced. Not everyone it going to like it..........



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