In Reset Button I said that Prince of Persia was “flawlessly executed”, which, looking back, was a little hyperbole brought about by my love of the game and a desire for brevity. Let me make good by enumerating some of the shortcomings.
It’s a matter of taste, but the saturation of fantastical elements has been maxed out in this entry. In Sands of Time, the buildings and stunts were all semi-plausible in a visual sense. In the latest game, the stunts are preposterous, with barely a nod towards the effects of gravity or friction. The scenery is a lot of abstract platforming with Persian-themed highlights and window dressing. It looks wonderful, but it doesn’t look like there was ever a point where the place made sense as an inhabitable space.
The game suffers from a lack of challenge for advanced players. This is a nice change of pace from all the other games which are aimed only at advanced players, but I have a big-tent view of gaming, and I would have liked if the game could have offered everyone a challenge. My worry is that the next title will over-correct for this, and we’ll get another tedious game of pointless punishment. (This is exactly what happened going from Sands of Time to Warrior Within. The rewind feature and forgiving platforming brought in new people and bored hardcore, and then Warrior Within placated the hardcore and frustrated the newcomers.) But they could ramp up the difficulty without resorting to the cudgel of checkpoint-based practice & punish gameplay. Some suggestions:
Continue reading 〉〉 “Prince of Persia:
Flaws”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.