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Review:
Prince of Persia
David
Williams fails
to see the funny side...
He is a vagabond, and she is royalty. He is out to
acquire the riches of the world, yet she has already
experienced wealth beyond measure. He is adventurous. She is
mystical. Each brings a unique set of skills to the table.
Together they form a powerful tandem adept in sword
fighting, acrobatics, and magic. Too bad they're idiots.
In this latest rendition of Prince of Persia, we
witness first-hand how two foolish characters can ruin what
should have been a great game. On one side is the Prince,
dashing and daring, yet incredibly simple-minded and
obnoxiously talkative. To his opposite is Elika, a beautiful
woman with the ability to call forth the power of the gods.
While she may be strong-willed and self-determined, her
accomplice is nothing more than a lame-brained dufus out to
impress the girl he so dutifully stalks.
Their meeting begins in a windswept
desert. He is calling for his lost donkey, and she is
fleeing from her father’s royal guards. Apparently Elika
comes from an unhappy household, but that's hardly the most
pressing matter. The world is soon flooded in strife thanks
to the evil god Ahriman who, much to our two heroes'
chagrin, is released from bondage by Elika's father. Now the
lands are cast in shadow, and it’s up to our two goofball
heroes to set things straight.
As Elika and the Prince scour each area of the Fertile Lands
determined to break Ahriman's spell, we see just how out of
place the Prince truly is. When we learn of Ahriman's
cruelty, the Prince off-handedly asks Elika why she didn't
choose a religion where the evil gods were killer sheep.
Ladies and gentlemen, your new Prince of Persia!
"...no
more than a lame-brained dufus..."
The silly dialogue sequences and
questionable character nuances would hardly be a major issue
if this were a truly good game, yet Prince of Persia
suffers from issues even greater than character arcs and
crummy dialogue. These issues are magnified as we discover
just how simple the game really is. We don't ask for
challenge that's tough enough to drive us away from playing
a game, but it certainly would be nice if we knew that we
were playing a game that wasn't holding our hand every step
of the way. Recall Elika's ability to conjure magic. Should
the Prince ever fall off a ledge, get stabbed in the gut, or
otherwise find his life in jeopardy, Elika will immediately
save him at little to no penalty. In a game where we are
asked to shimmy across great, imposing canyons and jump
across ruined palaces, don't you think it would be a little
more interesting if we knew that one foul misstep could
potentially lead to the Prince's undoing, as opposed to a
simple restart from the previous platform?
 There
isn't any sense of danger or excitement in this new Prince
of Persia. Yes, the world is large, beautiful, and
intricate. There are many bottomless chasms, crumbling
surfaces, and dilapidated walls that the Prince must pass.
Yet at the same time, they're not as dangerous as they
appear. There is scarcely a single moment when Elika won't
be at the Prince's side, meaning that there is never a
moment the Prince can die. Any sense of adventure is
immediately sapped away as we sit back and errantly press
buttons without a care in the world. After all, if the
Prince falls asunder, Elika will be right there to pick him
back up.
It's such a shame, because if Elika didn’t act as a
perpetual bodyguard, and if the dialogue weren't so insipid,
Prince of Persia could have been one of the more
exciting games to see release in some time. The lands of
Persia, especially once they're freed from the dark powers
of Ahriman, are truly luscious and beautiful. Imagine
performing stunts off the many ledges and pillars littering
realms saturated in vibrant colour. Visuals this
breathtaking would compliment the action on-screen, but here
they only serve to remind us that we’re playing a game
more about style than substance. "... more
about style than substance..."Even
engaging in the ferocious battles against Ahriman's servants
isn't quite as exciting as it should be. The swordplay looks
stylish, especially when you successfully input a combo, but
the actual combat feels a little loose, and by no means are
the battles challenging. Alas, once an area is free of
Ahriman's presence, the Prince must scour the land for blue
orbs known as Light Seeds. While Elika states that she is
dependent on them for strength, it's really just Ubisoft
Montreal’s way to artificially extend the game's length.
Gaining enough Light Seeds will grant our heroes the ability
to use new powers specifically designed for reaching remote
areas around the world, but, really, if this Prince were as
clever as his predecessors, he would have figured out a way
to reach them without some silly magical abilities.
Prince of Persia pokes fun at itself and its
characters throughout the duration of the game, and I
suppose this type of humour may hit its mark with a certain
type of audience. But to people who are expecting to find a
serious adventure, the light-hearted goofiness and lack of
challenge will feel out of place. With the re-launch of such
a famous video game franchise, we expect more
dynamism to go along with the superb visuals. The art style
is definitely pleasing, but it's not worth the full price of
admission. If you enjoy games that don't offer any
challenge, add about 20 or 30 per cent to the score.
Otherwise, Prince of Persia turns out to be a
disappointment because it lacks the fire to go with the
flair.
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