Prince of Persia: The Lost Crown – Review

Time of the heirs is not over yet. Although most of us think that creativity no longer exists, which is unfortunately becoming more common, there are exceptions to the rule that still give hope for a better tomorrow. Such is the case with this title of a famous name and even stronger pedigree. Since its humble beginnings on the Apple II computer and countless ports, this franchise has only grown and set standards in modern platform games. Jordan Mechner was a man with an unprecedented creative approach and the person who incorporated rotoscope animation into modern home computer games.

For the year 1989, Prince of Persia was a feast for the eyes. Although slow with a clumsy combat system, it blew away all its opponents with animations and fluidity of movement. Without delving into the mechanics of rotoscoping, it was definitely a breakthrough for the programming capabilities of that time. The standard was shifted, and a legend was born. What happened afterward can be found everywhere in the digital ether or can even be read in Mechner’s book, which will soon be available in English. For fans, there is always something, and Mr. Mechner has not forgotten his child.

Games came and went, but the formula that the first Prince brought was still unattainable. All this was relevant until the Sands of Time game, which was a real revelation for the period it appeared in. Despite the clumsy combat and everything else, the time-rewinding mechanic was a great addition, and Sands of Time became established as a title that could give lessons in modern action 3D platforming. Then came the famous sequels that brought never-before-seen division among the fan base. Some were thrilled with the change in direction of the character and story, while others said it was just catering to the edgy audience of that period. Unfortunately, knowing Ubisoft, I believe that was the basic idea, but you learn from mistakes, i.e., from the numbers of copies sold. Eventually, a correction came through the game The Forgotten Sands, but the whole formula seemed stale after everything the audience had consumed. It seemed that the market was saturated to the extreme with the bold Prince we all loved. It appears that history is repeating itself with this franchise. Every minor revolution in the game brought a temporary coma to the entire brand, lasting close to five years. The first major reboot didn’t bring much. Although it was very nice, it was also marked by repetitiveness, so it didn’t fare well among the audience, although the game had the spirit of the original series.

After The Forgotten Sands, we have had a longer break of nearly 14 years. The time Ubisoft spent making safe titles that bring profit has been well spent to gather the original team that worked on Rayman Legends. Otherwise, maybe one of the best linear platformers EVER. Anyone who hasn’t played will definitely understand the pedigree of this team that worked on Prince of Persia: The Lost Crown. This is an indicator of how it can pay off to make a game for a target audience that knows how to enjoy it and to entrust the project to people who know what they’re doing.

Of course, to make the game accessible to a slightly wider audience, we had to think outside the box, and the metroidvania-style level design was definitely a good decision. Standards in this subgenre of platformers have long been established, and it is natural for the Prince to somehow adapt to it. A branching map with countless levels, sections, and hidden chambers is something that is expected. Prince’s promises are fully fulfilled here. The map, which initially seems confusing like all metroidvania maps, is very well organized and clear. If you are unsure if you will remember the important location when you receive a new power, just summon a reminder that uses memory shards, and on the map, you get a screenshot of that location that functions as a marker. I hope other teams will adopt such solutions in their games. A small thing that means a lot.

Veterans of metroidvania games know that most of these titles are linear upon closer inspection. The impression is created due to the natural progression that these games make and the gradual unlocking of locations, so you may feel like you are in the funnel of narrative progression. Prince escapes from this pattern and from the very start offers several paths that have their own separate enemies and parts of the story that you can experience.

Focusing on the plot, it can be said that an attempt was made to reinvent the wheel, but that wheel is just from a thermal spring, so although it is known, it warms the soul and bones of platform veterans. The story begins with an invasion of the enemy army into Persian territory. Persia, like any powerful empire, has its elite guard, the so-called Immortals. A group of warriors with special abilities, led by Vahram, these seven warriors have defeated many enemies in the name of Queen Tomiris. Prince Hasan is kidnapped at the ceremony celebrating victory over the enemy side, and the search falls on the shoulders of young Sargon, the youngest among the warriors. During his adventure, Sargon will have the opportunity to meet various challenges and will have to overcome numerous obstacles, including his former colleagues and even himself. Mount Qaf is a place of many legends, but it is up to the players to discover everything. Definitely a shallow plot, but it is a good basis for quality platforming. Dialogues between characters sometimes seem wooden, which is a common flaw in many games from this well-known publisher, but don’t let that discourage you.

The action and combat are at a top level. The system implemented is intuitive and fluid enough to create various attractive combos, and combined with additional weapons, beating is a real pleasure. Moving through the level is fast and smooth, and Sargon is a very skilled fighter. Running, final-frame jumps, combo interrupts, and avoiding attacks are just some of the delicacies you can experience in this title. All this is further supported by good items that can be combined during the game to turn Sargon into a steamroller. However, the difficulty scaling exists in relation to the location and level, so you can’t expect some fights to be a walk in the park.

Of course, none of this can be achieved without faithful companions or merchants hungry for money. I would always single out Kaheva, who is a blacksmith and who will gladly upgrade your equipment in exchange for the currency you painstakingly acquire. When you advance enough, it’s time for boss fights that are not too complicated but have a good dose of souls elements, so frustration is not excluded from the whole story. Sargon will eventually master various time powers, so even fans of the Sands series will find something for themselves here. All in all, a truly comprehensive and elegant package.

 

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