Decoding the Design of Prince of Persia (2008) & Review



© Ubisoft

Ubisoft Montreal's Prince of Persia(POP) is a creative masterpiece platforming video game which is third person action adventure parkour game.Unlike POP's prior two games: Warrior Within(2004),The two thrones(2005) this new series installment has new combat system(not as hack-n-slash button smashing type).This game has unique leveling system(progression) which is non-linear as previous games,with 4 sets of level trees.And each set has got 5 sub levels + 1 main boss fight defeat level(i.e.,total=24 levels to beat the game).You play each level twice expect final boss fight due to bi-linear level design conditions to progress in game.Here adventure with Princess- Elika 'Companion character' who helps Prince with new game mechanic & she also acts has  game narrator,objective + Hint guide.You fight along side of Ormazd (God of light) against Ahriman (God of Dark A.k.a Evil) to save world/kingdom.


Most of the game you spent time progressing in levels as climbing Ledges,jumping onto vertical columns,wall climbing & jumping,rotating cranks,turning on switches,activating power plates etc.You even have amusing puzzle-activities to match-up power plates to fly & progress around plus solve cranks to activate water gates.

#Game Mechanics

1)Ledges - climb on & jump from
2)Vertical columns - move up-down & jump
3)Walls - wall run,climb,jump
4)Cranks - rotate to unlock power-plates/doors
5)switches - to unlock portcullis
6)wall of vines - to traverse slowly & steadily
7)Extra inch jump - from princess
8)Sliding platforms - steep terrains
9)Wall fissures
10)Gauntlet - to slide down walls
11)Rings
12)Ormazd - directional light mechanic
13) Four distinct power plates - a)Red (steps of ormazd) - jump from one similar plate to another
                                                   b)Blue (Hand of ormazd)
                                                   c) Yellow (Wings of ormazd) -  allows us to air ride.
                                                   d) Green (Breath of ormazd) - defy's gravity & wall run

#Game world
1) Ruined citadel
2)The vale
3)Royal palace
4)city of light
5)Light tree
6)Desert

#Enemies
1) Boss I - Hunter - Ahriman's general (Ex-Prince)
2) Boss II - Alchemist - Ahriman's general (Ahura-Lord)
3) Boss III - Concubine - Ahriman's female general (seductress & illusionist)
4) Boss IV - Warrior - Ahriman's general (Ex-King)
5) Mourning King(Elika's father) - Ahriman's minion
6)Ahriman - Environmental Boss

#Hazards
1)During wall run (while using green plate) you have obstacles to overcome like decorated light fixtures,concrete blocks,broken wood paths.
2)The whopping black liquid from ground (Ahriman Environmental fight)
3)Erupting black liquid/solids from walls.

#Pros
1)Combat system is distinct and appreciated.
2)All my love for the artistic look of graphics i.e,cel shaded paper-like texture
3)Bi-linear level progression design system.
4)Game world & level designs are top notch.
5)Princess-Elika's voice acting & dialogue writing hooks us into story.
6)The collection of light seeds to unlock all remaining levels by activating desired power plate provides options to player in which way to game-on.
7)Puzzle-Boss fights with "warrior" such as

  • To imprison him in cage.
  • Booby-trap and taunt him to destroy wooden chambers.
  • Fire-fight level - where prince grinds until the fire-lit warrior dies losing health by burning down rapidly on a broken floor.
8)Each boss has unique combat style such as

  • Hunter - aerial chainsaw attack
  • alchemist - ground throw pound
  • concubine - illusion escape move
  • warrior -Furiously hand shaking attack
  • king - Human-like acrobatic sword attacks
9)Use of power plates - makes an interesting & unique game mechanic
10)Green power plate - to defy gravity & wall run is mind boggling idea.

#cons
1)Prince Voice acting & dialogue writing doesn't fit into game.
2)Game seems repetitive most of time due to fighting the same boss at every level tree of sub levels.
3)The prince needs to die when he takes hits and damages ; must fall off from ledges when mistaken for wrong control schema's(but here the prince remains Immortal).
4)Compared to original POP games(WWI & TTT)the story of this game seems weak and uninteresting.

#Character
1) Prince - appearance & apparel fits pretty well to game.
2)Princess - appearance & apparel are irrelevant (seems more of normal old-fashioned girl)
3)King - He really resembles a lot like Persia's sultans & kings.
4)Guards- king's guards do suit well to game and environmental backdrop.

#Camera 
1)Third person camera view.
2)3D free-to-roam 4-axis camera movements.
3)Cut-scenes & cinematics are of superior quality production value.
4)During boss fights(like for concubine's -circular arena) the camera movements obscures the player view with world environment
5)9.5/10 times camera movements are skillfully choreographed to level designs

#Control schemes
1)The control system is very simple,straightforward to use and remember also responsive all time.





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