Prince of Persia’s release in 2008 was a nice change of pace from the original format gamers were used to despite the heavy criticism that the title may have received. Personally, I thought it was a stylish title that featured one of the greatest partner AI systems to ever grace gaming and a lot of developers could learn from Elika.
However, with Prince of Persia: The Forgotten Sands, Ubisoft Montreal is returning to the franchises roots and delivering a more “meat and potatoes” experience to gamers. Speaking with Video Games Daily at a hands-on event a couple of weeks back, Animation Director Jan-Erik Sjovall explained how the development team has brought The Price back to the playing field of acrobatics mixed with some action sequences and ultimately your boss fights.
“Going back to the normal way of doing things. You have your acrobatics, you have your action sequences, and then you have boss fights where you get tested and where you progress the story.”
“Personally I think that Prince of Persia 2008 was a really good experiment, where we tried to lean ourselves out of that window, tried to approach story in a slightly different way – you really had act one, two and three, and their being triggered by certain kinds of events, one leads to the other – and now we’re going back to what they call in Germany ‘hausmannskost’, the meat and potatoes side of things.”
“This is not anything ground-breaking in terms of trying out new things,” Sjovall concluded. “New things was 2008. It was strangely perceived sometimes, but hopefully this will bring some peace to some of the hardcore fans.”
For purists of the series, this will be sweet relief to their ears, for those of you who immensely enjoyed the experience that was Prince of Persia 2008, you’ll have to go back to the ways of old and see exactly what made this franchise so popular to begin with.