Column: 'Diamond in the Rough' : Caring About The Prince
January 6, 2009 8:00 AM |
['Diamond In The Rough' is a regularly scheduled GameSetWatch-exclusive column by Tom Cross focusing on aspects of games that stand out, for reasons good and bad. This week, Tom explores the new Prince of Persia game, and why it sets a new standard for creating characters you care for.]
It’s not exactly a secret that I’m a fan of games with strong narratives, and am often willing to sacrifice a certain amount of gameplay and interface quality in the pursuit of interesting characters, stories and dialogues.
When I started playing the newest Prince of Persia, I suspected that I’d found one of those rare games that was completely willing to subject itself to the rigors of actual storytelling and narrative substance. I was correct, and had one of the most enjoyable experiences I’ve ever had playing a game.
Imagine my surprise, then, when it became apparent that most of the gaming press disagreed with me. People have criticized its emphasis of “style over substance,” a demerit that I can’t believe people are still using, seeing as it relies on some extremely problematic assumptions concerning the definitions of the words “style” and “substance.”
The game has also been criticized for its lack of control and interface complexity, its lack of general gameplay complexity, and finally the (strangely virulent) accusation that the new Prince’s dialogue and voice don’t correspond with how the Prince “should” be, or with PoP’s tone.
This was a problem that plagued another PoP game, Warrior Within. At the risk of splitting hairs, it should be noted that that game was part of the Sands of Time universe, whereas this Prince is a completely different creature, inhabiting a different world. People might expect a certain kind of Prince, but it’s obvious that they’re doing so due to prior Princely outings.
More specifically, people seem to have an idea about how the Prince should sound and what his world should look like, and while it’s never exactly articulated in the reviews, that idea seems to clash strongly with the game’s sense of humor, which is to say, with the Prince’s.
People don’t seem to think—at the risk of putting it crudely—he sounds foreign enough. He’s too straightforwardly American seeming. The gameplay, too, is too straightforward for most reviewers, which seems to have bored them and not to have challenged them enough—it’s too easy, they say, to make your way through the game’s levels.
New Prince, New Princess, New Tricks?
Quickly then, we must examine the basics of this new PoP. As always, you control the titular Prince. In this adventure, you stumble upon a hidden kingdom, ruled over by a dying people and their last Princess, Elika. Elika’s father unleashes an ancient evil upon the land, and you and Elika must put a stop to it. To this end, the Prince flings himself from ledge to pillar to slope, with Elika following by means of acrobatic prowess and magic.
Unlike previous PoP games by Ubisoft, when the Prince fails a jump or misses a pillar, you cannot rewind time to a point before your mistake. Instead Elika will appear by your side, and spirit you back to solid ground. Thus, Elika turns what would be a death-inducing mistake into a near save.
In practice, this means that Elika will transport you to the last patch of solid ground the Prince encountered. Likewise, should the Prince fail again and again in combat, Elika will stun your opponents, gaining you some time to recover; at the same time, the opponents will regenerate some health. At most you’ll lose a few minutes of play, at the least, seconds.
It’s this mechanic, and the Prince’s abilities (and how you manipulate him) that have so many people up in arms. When compared to the Prince’s moves as seen in Sands of Time, this Prince is both more agile and less precise an acrobat. While he may be able to scale walls and slide along surfaces in a much more fluid and beautiful fashion, he does so relying on fewer player inputs.
Before, the height of the Prince’s jump would have to be calculated, along with the timing necessary to dodge multiple traps and enemies. Now, one doesn’t encounter such complicated obstacles until the last few areas of the game. Perhaps this is the problem people have: the game works its way up to a certain amount of complicatedness, one which doesn’t come close to matching the last game’s (infuriating) Dark/Light Prince platforming segments.
That’s all well and good, you might say, but why does navigating this changing environment have to be so simple? It seems to me that Ubisoft came to a point (or perhaps had decided on this from the beginning) where they began to create a gameplay experience that made itself as unobtrusive as possible, while still providing a set of gameplay situations that required a modicum of the player’s attention and skill. Even a person completely unfamiliar with games could master the game’s final boss, due to the fact that the game’s difficulty ramps up from easy to slightly less easy.
Even the game’s longer, tenser segments are surmountable, given one or two retries. When new gameplay elements are added to the Prince’s world, they fall into two very strict categories: new combinations of previously available inputs (boss battles, extended platforming sequences), or a set of “plates” that allow for slightly different methods of traversing the environment. These plates are unlocked through the collection of “light seeds,” orbs that allow Elika to drive the darkness from the land, and (handily) unlock new portions of the map to explore.
What’s hard to describe about the Prince’s movements is the way the work so well with the controls to draw you into the world. You may be using fewer timed presses to slide and wind your way through towering dungeons and aging marketplaces, but the Prince moves in such an exuberant, exaggerated manner that you’re transported, just watching him transcend one obstacle after another.
When you look back at the massive landscape you’ve traversed, you won’t be complaining about the game’s difficulty. As the Prince and Elika bounce from one dirigible to another, high among the clouds, you couldn’t ask for a more breathtaking series of acrobatics. To put it bluntly, I’d trade this beautiful ballet for the simpler control scheme any day.
All of this is to say that Prince of Persia offers little challenge to an experienced gamer, once they’ve learned its ins and outs. Then again, I’m not sure why this is such a failing. Yes, if I wanted to play the game again, it wouldn’t be that different of an experience. It is not, as many reviewers would say, a “substantial” offering. It’s a game that you’ll play and love (or hate), and then put down for a long, long time.
"Substance," Meet Elika
So how is this “style” over “substance?” What do those ideas mean? Reviewers, in making that division, and saying the game’s too easy, seem to equate difficulty with a sense of accomplishment or of fun “attained” and experienced. Thus, story, narrative and plotting are deemed to be “style,” while difficulty, method of control, and complexity of gameplay and interface are deemed to be “substance.”
I’ve discussed elsewhere how such a limiting view can be dangerous, and I feel like the response to Prince of Persia is a perfect example of the pitfalls of such an approach to gaming and game design. If this Prince is so lacking in what everybody else calls substance, maybe we should look for the meat of its experience in its style.
In Prince of Persia, narrative development and complication are much more important than the complication and expansion of various gameplay tropes. The game is much more concerned with upping the dramatic ante (by suggesting that Elika may have mislead the Prince with regard to her past or her intentions, for instance).
This is not to say that gameplay is completely simplistic in Prince of Persia. As mentioned above, the game is constructed to provide a seamless, flowing experience that attempts to simulate the type of acrobatic movement practiced by the Prince.
Working hand in hand with these simplified controls is the story of PoP. Prince of Persia takes a very interesting approach to storytelling, creating a process that the player is constantly involved in, although the game uses many other devices to maintain its propulsive and creative narrative. At any point in the game, the player can talk to Elika, discussing their situation and their pasts, getting to know each other. These conversations are universally well-written and engrossing, and there are more of them than you could ask for.
These conversations are completely optional, and yet they work perfectly with the in-game backchatter and other reminders of the duo’s relationship. By creating systems that provide for storytelling on a fairly low impact level (this is not a Blizzard cutscene), the game creates the sense that their relationship is one that makes up the very foundation of the world.
As integral to the Prince’s quest as his abilities and attacks is his ability to remain close to and converse with Elika. You’ll want to converse with her at every opportunity, so interesting are the conversations. Depending on how much you’ve talked with Elika (and on how far into the game you are), your conversations range from silly and superficial (the Prince teasing Elika with a game of “I Spy”), to mocking flirtation, to alarming questions about Elika’s true motivations for saving her lost city.
The Prince’s changing feelings toward Elika are constant factors in their relationship. Initially, the in-game backchatter between the two is laced with animosity, sarcasm, and worry. The prince and Elika are constantly running past each other as you explore the game world, and the Prince frequently carries Elika on his back. At first, he complains about Elika’s weight, while she mocks him for complaining.
As the game progresses, so does their friendship, and their chatter changes. Elika stops berating the Prince for falling, and instead worries for his safety. Likewise, the Prince, apologizes for dislodging her during complicated acrobatics. The tone of a gameplay mechanic changes along with the story. It’s a subtle trick, but it matters a good deal to hear Elika and the Prince express convincing-sounding worry for each other. How could you not share their feelings?
In a way, the environment is an even more important character than your enemies: the Prince and Elika constantly reflect upon their surroundings, and they react to changes in those surroundings, good or bad. To play PoP is to be forcibly thrown into a world where you must notice your surroundings, if only because the only two constant speakers are themselves obsessed with it.
Outside of the aforementioned player-activated conversations, the story is told through cutscenes of the traditional variety. Still, PoP manages distinguish itself even in this most familiar of areas. Instead of story segments punctuating increasingly difficult or protracted gameplay segments, gameplay is punctuated by increasingly dramatic and revelatory story sequences.
While the Prince and Elika may face slightly increased levels of difficulty, the true payoff in PoP comes from deep, engaging cutscenes and dialogue, all of which help to ground us in Elika’s kingdom.
I emphasize these words because it is obvious that when a story gains momentum and moves closer to its conclusion, it (out of tradition, in our society) reaches new heights of drama and tension. This is by no means a rule that must be followed closely; in fact, one could substitute such a statement by claiming that as a narrative progresses, its players often reach new conclusions regarding each other. They may even change their perspective on issues vital to the plot, to our (lack of) surprise.
This is where my favorite part of PoP comes into play. I may find the game’s difficulty to be perfectly balanced (it lets me experience the game, not beat it), and I may enjoy the flowing, simplified platforming, but my favorite part of this game is Elika, and how she becomes your companion and friend.
The Prince is also a deep character, to a degree, and he does change (as the developers have said, in a rather Han Solo fashion). However, it's Elika who is a miracle of modern game design. She is made a more important character than I’ve seen in any other game. She is vital to your cause from a story and gameplay standpoint. Without her, you would die time and again, and regardless of what people say, this is a debt that the player feels for the whole game.
It’s interesting to notice that people have seen Elika as a fanciful save system. When they write of her, it’s to complain about how minor an improvement she is over the Sands of Time technique of time reversal. What they don’t seem to realize is that by making Elika a constant and vital part of the Prince’s environment, Ubisoft has made her more important than any other element of the game.
Through Elika's Eyes
As the Prince, you see the world from one point of view, but Elika is a crucial part of that point of view. You can’t save the land without her; likewise, enemies can only be killed (or saved) through her understanding and magic.
The Prince, though he wants to be completely independent (like Han Solo), can never be the center of this story. From the instant he meets Elika, the world the player inhabits quickly narrows to a point, following Elika. She is your friend and your link to this new land, your tour guide and friend, an enigmatic ally whose goals may not actually be in keeping with your own.
Her worries, wants, secrets and past are all key to the experience of PoP. The Prince may want to escape to his donkey and his wandering life, but he quickly becomes caught up in Elika’s tale. At the end of the game, the Prince, despite being callous and independent-minded, ends up believably choosing to save Elika instead of completing the mission that he and Elika have fought for. And it’s a good objective, of the highest importance—saving the land, and ultimately the rest of the world.
It’s the rare game that makes you pick between two goods, leaving behind the thing you’ve fought for the whole game in favor of your love interest. Here’s one place that Prince shows a strong resemblance to its spiritual predecessor, Shadow of the Colossus.
This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to.
Here is a game that asks you to enjoy yourself, and its fiction, and attempts to make these goals as attainable as possible. I can’t think of a more welcome trend to introduce to the industry, and I wish Ubisoft well, especially if they continue to produce products of such impressive quality and passion.
[Tom Cross writes for Gamers' Temple and blogs about video games at shouldntbegaming.wordpress.com. You can contact him at romain47 at gmail dot com.]
Categories: Column: Diamond In The Rough








38 Comments
Great article, thanks for the viewpoint.
Hank | January 6, 2009 9:12 AM
Seems like we share opinions on this game, I really enjoyed it despite having read all the stuff about it being too easy, annoying etc. It definitely seems more like an Experience than a Gamer's Game, where finishing is meant to be hard, not expected.
I was surprised that I had no agency in the ending though. When I realised what I was expected to do I searched for some time for an alternative. In the end I had to choose Elika, which had quite the emotional impact.
It was strange to me as I had just finished Fable 2, where it hits you with that sort of decision a lot, but always lets you pick either option. I guess PoP did it to set up the sequel, but in the old days I think there would have been both Canon and non-Canon endings in this situation.
EvilH | January 6, 2009 6:31 PM
Fantastic article, and I agree with you in every point. PoP was a marvelous experience, and the Elika factor had everything to do with that. I was never "afraid" of doing insane jumps or risking myself, because I knew I wouldn't be punished by returning perhaps many minutes of game play to try it again. Ubisoft did something amazing and they deserve all my respect for trying to innovate.
bruno | January 7, 2009 5:59 AM
I have to say the point at which you begin to cut down the trees outside the temple was one of the most memorable moments in video game history for me.
The paths up to the roof where each tree is located are designed to make you instinctively try to double jump up onto them. But you can't double jump anymore at that point.
And the second I unsuccessfully tried to do that double jump, and proceeded to fall well short of my intended target, I was hit with a real sense of loss (and not just a sense of loss that I couldn't navigate my environment as easily as before). That's something I haven't felt in a game for a very long time.
ChaosInTheRain | January 7, 2009 6:26 AM
I simply have to disagree. While I can appreciate that many may have more of an interest in the narrative of a game than myself, that narrative can only succeed as much as the game keeps the interest of the players. I did not and could not find the plot interesting enough to overcome the massive deficiencies in gameplay.
The gameplay gave the player not only no chance to die but no chance for real conflict or accomplishment. Fighting enemies quickly became a repetitive chore not only because you couldn't be killed (completely destroying the feeling of impending doom that the narrative tries to convey by the fact that I could simply set down the controller in the middle of battle, have a sandwich, and come back without having to worry about needing to try any part of the experience over again) but because you fight the same very few enemies over, and over, and over, and over. In many ways it is the opposite of what I'm looking for in a game: I don't mind endless minions that are all identical but each 'boss' battle should be a unique experience, not a 5-times-reheated and barely edible affair.
I never finished the game and never really felt any kind of a drive to do so. The focus on Elika in many ways for me was another symptom of the game's problems: the Prince is so dependent on her powers that it feels like she would be better off if she just tackled the battles by herself; the Prince is almost an afterthought in the game named after him.
While narrative can be a powerful force in gaming, if I simply want to see an interesting narrative I can go see a movie. Games exist to be played, not to be watched or merely "experienced" and a game without gameplay is missing something worse than its "substance," it's missing its reason to exist. Prince of Persia was never "made" by it's narrative, it was made by its fun, challenging platforming experience. That component is so vital to the DNA of the series to me that this installment could do nothing but fall hopelessly flat.
Michael Bleigh | January 7, 2009 6:35 AM
I have to say the point at which you begin to cut down the trees outside the temple was one of the most memorable moments in video game history for me.
^ I agree with that. I was like "I can't do that" but... and what about Elika?
In the end, I was happy with what I had done. Elika is important.
Those dialogues made her more important too
Quite an uncommon feeling about a "current" videogame: charismatic characters.
That was/is quite an enjoyable game. ;)
Hibaru | January 7, 2009 6:40 AM
Interesting read, but I have to disagree with the implication that it's somehow wrong to say that the Prince's voice isn't how it "should" be. It has nothing to do with an attachment to previous Prince of Persia games and everything to do with being totally out of place. It seems that the characterisation was specifically chosen by the development team to emphasize how he changes in response to Elika as the game progresses, but that doesn't make it any less wrongheaded or jarring -- the Prince as a character (at least in the early part of the game) simply doesn't fit in the world they've created. If it were a movie, we might say he miscast -- it doesn't necessarily mean that it's not precisely the performance that the director wanted, just that it doesn't work in the context that it's presented.
I'll be honest, I didn't get far enough to see how he changes throughout the game (I strongly disliked the indirect feel of the platforming, which I should point out as having nothing to do with the difficulty or lack thereof), but shunting most of that character development into optional dialogue sequences is hardly going to help -- the first impressions are just going to stick in the player's mind and they may never see anything of his evolution.
Mathew | January 7, 2009 6:49 AM
I couldn't agree more. I picked the game up on day one and played through it in two sessions. Growing older I find myself playing games on easy more often just so I can experience it without frustration. And a good story/narative is often key in my buying decisions in order to justify the time I sink into them when I could be doing something else which nonvideogamers might consider more valueable or useful. Realizing that the final action PoP asked me to do, was to through away all of the time I had invested beforehand "just" to save a virtual character was mindblowing to say the least because I was very much willing to do so. Similar to the "would you kindly" conclusion in Bioshock this had a huge impact on me and catapulted the game straight into my list of all time favourites.
Carlos | January 7, 2009 6:54 AM
A great read. I think what's most interesting about the article isn't so much the defense of the game, but how attitudes about video games, especially those held by gamers themselves, are changing as games become more and more capable of being more than "games" as pure entertainment or competitive challenge. Is the term "game" becoming slowly obsolete as new titles become more and more diverse in their appeal, some moving past the desire to simply "beat" whatever is in front of the player? How can we regard games, especially with reviews and criticism in mind, now that the ways they appeal to us are growing so diverse?
unangbangkay | January 7, 2009 6:59 AM
I definitely have to try this game out. I have heard a lot of these criticism about the game but one thing was constant was how Elika was a character you felt for. The new Prince and Elika seems to be like Richard and Kahlan from Terry Goodkind's Sword of Truth series which I loved. I'm picking this game up tonight!
John C | January 7, 2009 7:19 AM
Contrary to most people objecting to Prince of Persia, my major complaints are not with the tone of the prince, nor with the lack of a real 'death', nor with the sheer repetetiveness of what you are actually doing. My biggest issue is the complete lack of self-accomplishment.
Every platforming segment in the game can be completed by playing according to a simple set of rules. For example, when the Prince starts lowering during a wallrun, you always have to press jump. Never will there be anything in front of you the prince has to grab, sending you off in the distance. As soon as the prince loses grip, it means: jump. The same holds true for steep surfaces: you always have to jump at the end. There is never a need to alter your plan half way through a move, to look for alternate solutions, to figure out how to overcome obstacles. It is okay that games are easy to control and forgiving, but they should then give the players a challenge in another form: ask them to be creative with their enviroment. Give them a huge building, have them figure out how to get on top. Make give them two, three, maybe even ten routes to the top so they do not get stuck. But at least make them figure something out themselves. Prince of Persia plays so much on the auto-pilot that its gets dull and only the most casual players might not be aware that what they do is not their own accomplishment, but purely them obeying to the invisible quick-time event on the background.
This makes the praise for the fluidity of the movements a bit awkward too. Because how difficult is it to make fluid moves, when there is no real interaction? The game times the jumps for you, which can take a while after a button press. When you count the actual transitions of animations, it is rather low. It are always the same actions following each other at the exact same moments. Fluid animations are hard to make when the player can interact at any given time, but Prince of Persia does not offer nor require that interaction. It's all a nice visual presentation of a multi-path quick-time event. In it's core, it's guitar hero with a single chord at a time, at a very slow pace. All thirty songs long.
Erwie | January 7, 2009 7:21 AM
I think you've said it better than I ever could. I loved this game start to finish (three times), and with the promise of DLC in the future, it seems I'll have even more to love in the future!
Jason | January 7, 2009 7:25 AM
I love a good story too. I remember trying to beat Street Fighter 2 on the SNES with every character just to see their story at the end.
On one hand, it's a game. The ORIGINAL Prince of Persia (pre-Sands of Time) didn't have a story, just a clock, but the game was fantastic. Bioshock doesn't have a story (look closely, it doesn't), and it was game of the year in 2008. No story in Little Big Planet either.
On the other hand, story is more important these days than ever before, and can often carry a game up a grade or two.
But the trick is that good gameplay AND a great narrative can go hand-in-hand, and Grand Theft Auto 4 did exactly that. Instead of only using cutscenes, you have narrative in that game going on literally while you're driving a car or even shooting at enemies. The narrative is IN the game, rather than around it. I'm not saying PoP needs to be "fixed" but it could certainly be improved.
I hope we start to see more games like GTA4 that tell the story while you play, rather than play-watch-play-watch.
Grey | January 7, 2009 7:39 AM
I could not agree more with this article. Elika is more than just a pretty female character. I am not what you would call an experienced platform gamer, but i found the fluidity of moving the Prince through some stunning scenery and levels very satisfying. Combine this with a great story, excellent character development and PoP definately has become one of the top games of 2008 for me. Also, having recently placed the new Tomb Raider (which i also liked to a certain degree), it becomes quickly apparent just how good PoP really is. Look at the Tomb Raider characters and loading screens when Lara falls for the 1001st time!
ZeGerman1942 | January 7, 2009 7:42 AM
I thought the story was amazing too, and I thought the gameplay was good (just not challenging. But the evolution of the Prince and Elika's relationship was believable and interesting to me, and the ending is among the best games have to offer.
Matt | January 7, 2009 7:49 AM
I understand your viewpoint, but I can't help but feel you're missing the essence of what makes a video game a video game. Reduced player interaction and a reliance on cutscenes are all fine and good, but it seems (to me at least) these elements simply draw the experience closer to that of a movie instead of a game. The original PoP created an extremely strong bond between the player and the Prince by first creating an incredibly intuitive and reliable control scheme and then not playing pattycake when it came to the environmental obscacles. If you fell off a ledge or incorrectly timed a jump, the fault was your own (unlike almost every Tomb Raider game ever created). Yes, the difficulty could become frustrating at points, but the reward of being able to control the Prince's every movement far outweighed the annoyance and made you feel important in the game's universe.
Douglasbackhand | January 7, 2009 7:51 AM
This is a nicely written piece of analysis.
The trouble is, having not played the game myself, it makes me want to avoid playing it.
We already have a well developed way to tell non-interactive stories: film. The way you describe Prince of Persia makes it sound like a film during which I am not permitted to put down my remote. I'm struggling to see how that's a good thing.
Dom Camus | January 7, 2009 7:55 AM
Thank you for writing this. I just finished the game last week and have spent some time defending it. Most major reviews miss the point, and I'm afraid the game's sales are suffering because of that. I did think the game could have been more challenging, but I enjoyed it anyway. It was interesting and emotional, and I wish more games were like that!
zann | January 7, 2009 7:59 AM
If the Wii is anything to go by then I would say more and more people just want to pick up a game and play for fun.
I could be getting old but I hate games where I get frustrated because I have to redo stages over and over.
Luckily for me it seems more and more people are thinking like me and it sounds like the new PoP will be a great game for me, story without the frustration of getting killed over and over and over.
The big problem is I have a family so I do not have hours and hours to master a game, I might have 2 hours a night, maybe less to play my games so I prefer story over difficulty.
Marthinus | January 7, 2009 8:23 AM
Anyone familiar with the Inu-Yasha comics will find the main protagonists' relationship to be very similar to that of the the Prince and Elika in PoP.
mariospants | January 7, 2009 8:33 AM
you're a faggot, bro
kramer | January 7, 2009 9:14 AM
I think your analysis is too simplistic, and you're mistaking an expression of preference in game design for an aesthetic guideline. Let me explain what I mean in more detail.
For me, games break can be analyzed as an expression of three different components:
Mechanics: A sequence of a combination of inputs that causes a reaction in the game: See Super Mario Brothers, the Ninja Gaiden Series, etc. The satisfaction comes from mastering the mechanic, and the executing it with skill.
System: A series of actions taken by the player which changes their characters ability to interact with their world, such as leveling up, learning a new spell or ability, etc: See most JRPGs, the Disgaea series being an extreme example. The satisfaction comes from repeatedly improving their character by skillful manipulation of the system, until their character has a significant advantage over other characters or NPCs.
Narrative: A story which establishes a context for the characters actions, and roots mechanics and systems in emotional responses. See Hotel Dusk: Room 215. The satisfaction comes from watching the events unfold.
Games can include any of these aspects in combination, and depending on the relative emphasis developers place on these aspects, different kinds of players will respond differently.
The most recent POP trilogy featured a strong mechanic, a very light system (find things, extend your healthbar), and an uneven narrative. People who loved the original POP game (such as myself) loved the combination of mechanic and narrative. Especially brilliant was the way the sands of time mechanic softened a very demanding mechanic, permitting progress through the narrative prior to mastery of the mechanic. The new series (which I have not played, my analysis is based on reviews) virtually eliminates the challenge of the mechanic in favor of narrative progression. This is good if you derive satisfaction primarily from narrative progression, but disappointing if you derive more satisfaction from mastery of the mechanic.
I suspect that most professionals associated with the game industry are big on mechanics and systems, which may account for the paucity of compelling narratives and the correspondingly low reviews of this game.
A more sophisticated analysis would suggest that this game should be recommended to people who don't have the patience or desire to master a complex mechanic, but do want to experience a compelling narrative. Conversely, if you enjoyed the original POP series primarily for the sophistication of its mechanic, be aware that most of that is gone in the new series.
Please see also: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
I don't entirely agree with the authors, but they're asking the right questions.
Rob Sherwood | January 7, 2009 9:27 AM
"If you want a story and characters, watch a movie."
I am so sick of that attitude. Who cares whether you've got a movie or a game with cutscenes (and PoP is undoubtedly a game, not a "disguised movie"), or if it's not exactly the experience you're expecting? Live a little and try something beyond the platforming "sames".
Anyway on topic of this post, it is an interesting counterpoint to this one:
http://www.brainygamer.com/the_brainy_gamer/2008/12/prince-of-nada.html
in which the reviewer loved the gameplay but couldn't stand the Prince.
Cromage | January 7, 2009 10:14 AM
Tom, I really wanted to agree with everything in this article. I too am more interested in character and story than any other part of gaming. I think video games may be the story-telling medium of the future.
However after playing the game I couldn’t disagree more with your assessment that PoP has told a meaningful or affecting story. It seemed to me a rehash of so many buddy films and cliché-ridden action movies. What makes it doubly disappointing is that there are so many lost opportunities.
The premise is full of deep, primal concepts. Here we have a cosmic struggle between the Creative Good and the Destructive Evil. We have a man seeking what he thinks he wants and discovering something better. We have a barrenness like a dryness in the soul, which need of a woman’s healing touch. And all this sits in a setting that recalls the mystical ancientness of the Middle East where human civilization as we know it first formed from nomads gathering at a well.
With all that, it’s truly a shame that Ubisoft chose two characters that have more in common with archetypes from a teen-movie than with fully developed people. At no point do they communicate or even seem to feel the gravity of their situation. The Prince literally smirks the entire game, even while a dark Zoroastrian god threatens to crush him underfoot. At one point he tells Elika to stop staring at his ass. Elika does better, but even she is forced to act out the old “oops, I tripped and fell right on top of you” routine. She is forced to play the sassy, sometimes undermining woman vs. the Princes meat-headed jockishness.
OK, fine that’s kind of endearing. I laughed a little; I smirked at a couple points. But that is not the way I wanted to feel while playing this game. I would rather feel the urge to shout at the TV when the Prince died because now the world was going to fall into darkness. I would rather feel genuine pride and gratitude to watch Elika expend herself for the sake of Good. I would rather feel pity and a pang of guilt knowing that what happened to her father could happen to anyone.
Instead I popped another piece of popcorn in my mouth and thought, “that was nice.”
chris | January 7, 2009 10:29 AM
This is the best article I have read in a long time.
To be honest, PoP was not n my radar. I borrowed it from my cousin because I wanted to try something different.
I would describe this game as a gamers 'chick flick'. And I mean that in a positive way. While the platforming was enjoyable, the story is where this game really shines. I loved how their relationship developed, and to be honest, at one point it took my breath away.
I finished the game in a couple of days because I was so engrossed in the story. Its a real shame that a lot of people appear to be too concerned with the difficulty and have missed a great story.
Keep up the good work Ubi.
Marcus Gv | January 7, 2009 11:07 AM
GREAT review, I agree wholeheartedly. I absolutely loved this game, the gameplay was great, and the plot(along with Elika) was integral to the game's success.
Kevin | January 7, 2009 11:38 AM
Prince of Persia to me is a triumph of artistic vision and uncompromised game design. It is a bold game that streamlines the gaming experience to avoid the trappings of modern games. While many bemoan that fact, the truth is that if you crave a challenge, there are thousands upon thousands of games out there that will frustrate you and give you that "satisfaction" at beating that impossible level. But Prince of Persia is not that game; it's the gaming equivalent of a relaxing vacation, where you should enjoy your stay, see the surroundings, go on some bold new adventures, and reawaken some long-lost romances. It's not a hardcore game by any means, and if that's what you expected or wanted then that's a personal failing, and not the game's. The game strove to be something many didn't want it to be, but for what it is, it fulfills its role perfectly, and I'm more than content to take a break from chainsawing Locust in Gears of War, cursing out Werewolves in Ninja Gaiden, and face-planting off buildings in Mirror's Edge to enjoy something charming, beautiful, original, and accessible.
Nicolas Jones | January 7, 2009 12:01 PM
Ah, I need to start this over and give it another try. I mostly avoided the conversations between the Prince and Elika because I'm so used to them being terrible in other games. In that respect, we haven't gone much past Zelda on the NES. "The cave in the north is blocked by ice. You will need FIRE ROD."
HastyTrout | January 7, 2009 12:22 PM
This is a baffling response to a game cobbled together from ideas presented by better games -- Ico, Shadow of the Colossus, Okami, and the Sands of Time trilogy.
In trying to combine elements of those games in one accessible package, the PoP dev team created something which pales in comparison to all of them. It does NOTHING as well as its inspirations.
The combat is poorer than Warrior Within and Two Thrones, as is the platforming. The narrative and storytelling are trapped in the shadow of SotC and Okami, which did it better first. Only the new PoP art style managed to equal its inspiration -- although many would argue that Sands of Time was a more visually impressive game in 2003, and Okami did the cell-shaded water-colour-style better.
Sascha | January 7, 2009 1:34 PM
OMG SPOILERS! Damn article!
Holygriever | January 7, 2009 2:03 PM
Wow, this will teach me not to check the comments for 8 or so hours. All of those comments are awesome, great points, and some of them definitely made me rethink things, for and against my piece. I'm just gonna respond to a few, cause there are a ton.
@Sascha: It seems that we disagree on just about everything, on a fundamental level that makes conversation hard. I loved the combat, the platforming, everything you seemed to dislike. I'd be interested in knowing your reasons for those dislikes.
@ChaosintheRain: Yes, those four trees were pretty amazing, as was the fact that you had to do it by yourself. It drove it home.
@Nicolas Jones: Charming is a word I should have used, despite the Prince's rough brand of charm. This game beguiled me (should have said that too).
@Rob Sherwood: I agree with your analysis (vis a vis mechanics and narrative), and I understand how one might see this narrative as promising, but the mechanics and systems as a step back. That said, I enjoyed the mechanics and systems in this game, which was all I really needed. I don't see why a game should have to do all three (most can do just one), and I'm not sure I can name games that do all three.
Also, yes, SPOILERS! I'm sorry...
Again, thanks to all present and future comment-leavers, this response is just great.
Tom Cross | January 7, 2009 2:42 PM
I understand many of your points., but I have to disagree about one thing: the dialogs the Prince can engage Elika in.
To put it bluntly, where you see depth, I see trite mini-conversations that require I pull the left trigger again and again to get the gist of ONE conversation. There's no point to that. If there's information to get across, tell it to me in a way that has meaning. The dialog itself may be "well written"--though I have to disagree--but it's delivered in a stunted and shallow manner.
If I'm supposed to invest in these characters, I feel the story should invest itself in being told. Not some piecemeal sub-delivery of startlingly contrasting emotions and moments.
Locke Webster | January 7, 2009 6:41 PM
remember the classic pop? that prince doesn't look persian the least bit. Unlike his enemies who all wore turbans on their heads, the prince seems contrast in white clothes and have pink skins, suggesting he's a foreigner. Even the games cover (sega master system 2), he looks caucasian. I seem to recall that he was not of persian origin, accoring to the games story.
So i guess this new prince could have gone this route. Maybe he was a foreigner but since he is a legend when it came to saving persia from certain doom, people lauded him as the prince of persia. Get it? It doesn't mean he has to be of royalty descendant. Well maybe he would be if he married Elika in the end. my 2 cents
youze | January 7, 2009 6:44 PM
Dude I totally agree with everything this dude said. Prince of Persia is AMAZING.
Read my review
http://www.gamefaqs.com/console/ps3/review/R130770.html
Theres a lot of points that I agree with.
Mike M | January 9, 2009 12:18 AM
I agree with all the points made in your article. POP is the first game in ages that I have actually bothered to play to the end. So many games these days are too big and give the player too many options. I liked the refined approach of POP. The art style is outstanding and the relationship between the characters is like nothing I have experienced in a videogame before.
I am still not a fan of the new fighting mechanic, but at least that gives them something to improve on in future titles.
Griff | January 9, 2009 9:36 AM
Excellent article, thank you for the perspective.
I haven't finished the game, but I'm really enjoying it so far, and I'm looking forward to experiencing the choice at the end that I've read so much about.
What's interesting about it that some people seem to miss, though, is that it IS a choice. The credits roll. You can choose NOT to save Elika, to simply turn the game off and leave the mission fulfilled, and the Prince alone, to wander off having saved the world.
That's a much more morose ending (and arguably much less satisfying), but I don't think you can claim that the developers didn't want you to at least have that choice. If the end of a game is the credits, than what you choose to do or not do after that is all epilogue.
I'm still not sure which one I'm going to do. Honestly, it may depend on which one I think Elika would *want* me to do, which says volumes about how well designed a companion character she really is.
Eric | January 9, 2009 12:49 PM
Found the article where the author talks about the end-game choice.
http://www.brainygamer.com/the_brainy_gamer/2009/01/prince-of-quitting.html
Also a good read.
Eric | January 9, 2009 1:37 PM
this part of prince of persia is sucks but the prince 2 is most beautfull part i had seen.
ossama assad | September 22, 2009 11:05 AM