Prince of Persia Preview

Top of the POPs?

Ben Mattes, producer of Prince of Persia, can talk. Boy can he talk. But as one of the senior figures at Ubisoft Montreal, the studio responsible for the likes of Splinter Cell, Rainbow Six and Assassin's Creed, what he has to say is worth hearing - and there is a lot to say about what Mattes calls the "second reinvention" of Jordan Mechner's classic fantasy series, following on from the last-generation trilogy that encompassed Sands of Time, Warrior Within and The Two Thrones.

Ambition is a horribly overused term; inappropriately so by publishers, lazily by the press, us included. But as a collective creative force, Ubisoft Montreal's output, for better or worse, is a worthy recipient of the label. This is a studio genetically engineered to think big. It's the publisher's largest single creative force, 1,600 employees strong and counting with, according to a company rep, "20-something projects" in the works.

But thinking big, of course, doesn't always equal best. And Assassin's Creed, for all its astonishing technical achievements, was ultimately undone by its own vaulting ambition.

Yet, in spite of its failings as a game, its contribution to the collective has been crucial. Prince of Persia wouldn't exist without Assassin's Creed (and vice versa, if we're being pedantic). This is true both literally, in the sense that POP uses a modified version of the same engine, and conceptually, the Prince's latest caper representing the next link along in the evolutionary chain of the action-adventure.

'Prince of Persia' Screenshot 1

He's back! And he's climbing things! No swearing this time. Princie.

So when we probe Mattes on the nature of Prince of Persia, he reels off at great length what amounts to the studio's thesis on the future of the action-adventure. He cites Capcom's Resident Evil 4 as a marker in terms of what he believes POP represents in this generation. "There's not really a single back-of-the-box feature that anyone will say 'that's what defines that game'. What made Resident Evil 4 so spectacular was the respect they paid to every single combining element to that overall experience."

It's not hard to guess which title Mattes might be thinking of when he adds: "We don't want to sell it as 'crowd' or 'open world' or 'great combat system'. All of those things wear off really quickly. This is a game where the full experience is so much more than any of its individual components. It's a unique, mature gaming experience."

Well, he would say that. But his argument hinges on the belief that Prince of Persia will deliver what, in the team's eyes at least, no-one else yet has: an experience that combines the freedom of an open-world game with the focused action and narrative development of a traditional third-person adventure.

Assassin's Creed, for instance, fails because its freedom is too daunting for the casual user. "The really advanced players get great flow, but casual players jump, stop, look. Jump, fall, die, start over. They don't get the same flow and it sucks," he argues.

But where Assassin's had the luxury of being a brand new property, unconstrained by any particular precedents or expectations, Prince of Persia self-evidently does not, and the team's structural head-scratching stems as much from the need to satisfy gamers' expectations as its own creative urges.

'Prince of Persia' Screenshot 2

The Prince does some jumping. This is correct, Ubisoft. Continue.

The starting point is straightforward enough. "Prince of Persia is a young, acrobatic warrior saving the world through his agility and combat prowess in fantastic environments against overwhelming odds," reckons Mattes. "That's Prince of Persia. Everything else is just a layer of paint."

He also acknowledges that POP "is a brand where people really care about the characters; really care about the story". Something that is "usually not a strength" in open-world games, where character development and storyline are "sacrificed in order to have more player control. That's not something we could do on Prince of Persia."

The team's solution, then, is a "world structure that allows the best of both worlds": a "hybrid". To help us understand what he means, Mattes asks us to "look at Europe from a bird's eye view and break it down to its most simple, basic elements. You've got major cities - London, Paris - then the highways connecting them, nothing else.

"What you effectively have is a network. If I'm in London and I want to go to Prague, I have to first go to Paris; then theoretically I could go all the way down to the south of Spain on my way. But once I've made the decision and I'm on that highway, it's linear, it's directed. Then when I get to Prague it's choice time: do I go left, do I go right etc."

That, in short, is how Prince of Persia functions. Multiple open-world regions connected by linear, tightly scripted routes in the spirit of its predecessors. "What that allows us to do is have this world with lots of choice, but we can make sure that even a casual player can have great flow."

Combat in the new Prince of Persia is also designed to stay true to the series' origins. "We wanted to hark back to the original Jordan Mechner Prince of Persia," says Mattes, "where you get hit and a third of your life is gone; you get hit a second time and you might get pushed against a trap that kills you and your dead. There's a sense of urgency that comes with that type of combat - every fight really feels like a boss fight, even if it's just a generic enemy."

This direction also serves as a mark of respect to the combat-heavy blockbusters of the genre. Mattes takes us back to 2004 and Warrior Within. "For about 30 seconds or so we were good, and then God of War came along. God Of War, Ninja Gaiden, Devil May Cry 4 - they all have mastered that combat system of a lone hero against tens of simultaneous enemies.

"And we thought, let them have it - that's not the type of fight we want to do anyway. What we want to create is a fight where you really feel the sense of danger - you don't feel like 'I am a god' slicing a path through 10,000 enemies."

Mattes cites the epic encounters of Namco's Soul Calibur as an influence here. And one side-effect of this focus on one-on-one combat is that it allows Ubisoft to go to town on the presentation. "Our inspiration was Final Fantasy Advent Children: really in your face camera angles during combat," says Mattes. "And it allows for some very interesting collaborative opportunities between the Prince and Elika, because the player is not having to micro-manage. There's the bad guy, mess him up."

'Prince of Persia' Screenshot 3

Elika and the Prince duff up a naughty boss.

Ah, yes, Elika. Your AI companion is Ubisoft Montreal's Big Idea - and one, whether Mattes likes it or not, the marketing team is guaranteed to emblazon on the back of the box as a major feature. Revealed with a fanfare at UbiDays back in May, Elika is nothing less than a make-or-break feature. "I'm basically betting my job on this," Mattes acknowledges.

Partner AI is certainly not a new concept in the genre, but as far as Ubisoft is concerned, "we don't think it's ever been done well; including Sands of Time". Every other videogame example, to Mattes, has proved a hindrance to the player in some way.

"You're a superhero and you're babysitting this nag, who's getting lost, running into things, crying 'help me!' - it's so annoying," he complains. "We've created a support character who you will never be frustrated with. She's not going to piss you off, she never gets lost, she never falls behind, she never takes initiative that you don't want her to, she's only ever there to support you and make you cooler. Always there, always available, always ready."

That's a hell of a set of claims. Ambitious, perhaps [steady - Ed]. So how does it bear up under scrutiny? Well, despite being down for a Christmas 2008 release, Ubisoft is not letting us anywhere near it just yet: the E3 build is strictly hands-off. Instead, Mattes walks us through a demo section prepared specifically for the LA showcase.

Before anything actually happens, we admire the distinctive visual style. You may have read about this already; Ubisoft calls it "illustrative" - "Let's not just draw inspiration from the illustrations; let's make the game look like the illustrations."

'Prince of Persia' Screenshot 4

The Prince: he's not afraid to stand on things.

It's yet another side of the game where Mattes is keen to draw a line between his title and Assassin's Creed, labelling the latter as belonging to the current "hyper-realism and super detail" trend that he feels would be inappropriate for a fantasy adventure like POP.

Mattes is surprisingly defensive about the artistic direction, particular in relation to it being described by some as cel-shaded. "We don't feel cel-shading is the right term for it, as we don't feel that does it justice," he insists. "The level of detail is every bit as high if not higher than a game like Assassin's Creed." Yet another comparison. "Our characters are the same number of polygons; our world actually has more granular detail in terms of how crafted every object is."

Anyway, he needn't worry: it looks lovely. The Prince and Elika begin the demo in a vast canyon, and straight away we see how she interacts with our hero. Whether leaping, climbing or running, she sticks close by, seamlessly catching the Prince by the arm in mid-air and hurling him forwards when a long jump is required, or swinging past him on a ledge climb when he changes direction. These animations look great, but more importantly are designed to meet the team's aspiration that Elika won't "piss you off".

Each area in the game is infected with something called The Corruption and it's your job to drive it out, literally healing the world as you go. The Corruption manifests itself as a black goo that's deadly to the Prince, and provides the substance of the game's monsters.

The E3 walkthrough is essentially one long, multi-part boss battle broken up by platforming sections. The Prince swings from poles, runs up walls and bounds around with all the grace and agility you'd expect. It contains all the familiar traits of the genre, with Elika's abilities finessing the experience with depth and variety.

The 'Elika button' - triangle on PS3, which the game's being demoed on - is the one-stop shop for all your companion-related needs. It's all contextual: bugger up a jump and she'll sweep to the rescue; press it when you're just standing around and you can have a nice old chin-wag. This is used to convey extra background on the story and characters for those who are about such things, in a similar manner to the function performed by the tapes in BioShock.

Elika's magical abilities are upgradeable. The two on display in the demo are a compass ability, which sees her shoot white light from her hands to show the Prince which way to go, and a rebound move, which enables jumps over vast and otherwise impossible distances, utilising specific areas marked on the environment.

You can upgrade Elika's powers in any order you like, and which powers you have will determine to a point where you can go. We're told progression will be "Zelda-like", where Elika's abilities will provide access to previously inaccessible areas as, say, the hookshot would in Nintendo's series.

'Prince of Persia' Screenshot 5

Elika does some sort of fireball. We'll allow this.

But the main guy isn't without a few new tricks of his own. There's a slide move, for one, but more significant is the Grip Fall, where the Prince digs his gauntlet into a wall while falling to slow his descent and allow him to spring off elsewhere.

It's all very slick, but what really gets us going are the boss encounters. Here, the action becomes magnificently dramatic, aided by brilliant use of the camera, which dives in and out, seeking to give the most striking view of the battle. Here also, the glorious, pulsating beauty of the visuals is suddenly apparent - the giant beast the Prince is fighting swells magnificently with The Corruption, and the fluidity of movement is a joy to behold.

Each face button offers a different type of attack: sword, glove, jump and, of course, Elika. Since this is early on in the game, the bouts frequently pause to flash up single-line tutorials on how to block, counter-attack, escape grab attacks and so on. At one point the Prince and his massive foe lock weapons, requiring frantic button-bashing to avoid buckling under the pressure. The camera zooms right in for an extreme close-up, ramping up the tension. It looks awesome - as do the stunning vertical shots employed to show-off a meaty juggling combo as Elika wades in with her contribution.

Each time the enemy is overcome, it bounds off further into the level as the game switches back to platforming as you make your pursuit. Beaten for the final time, the duo gain access to the Fertile Ground, an area in which Elika's magical powers are spectacularly harnessed to force out The Corruption. Newly healed, the environment is transformed, with vegetation bursting from the ground and clouds breaking to reveal blue skies.

For all its current class, the code is clearly unfinished at this stage, with numerous bugs evident and a frame-rate that plunges dramatically in places. All things we'd expect to be taken care of before release, but one that does make us question the viability of a pre-Christmas release.

'Prince of Persia' Screenshot 6

"I'm just going to stand over here while you sort that one out. My back hurts. That's it."

"At least in my conversations it's got to be out for Christmas," insists Mattes. "We want the Christmas market, we want a one year stagger with Assassin's Creed." But for a game of such importance to the company, clearly it won't be rushed out in time to be squeezed into little Billy's stocking.

"Obviously we're not going to release the game if the quality's not there, that's for sure," Mattes adds. But our goal is to make sure the quality is there in time." Given the extra time afforded to other Ubi titles (or, in Haze's case, massive waste of time), we won't fall off our chair if this one slips into 2009; but we are crossing everything that it does hit its date.

Either way, there won't be a demo. "Not planned," says Mattes. "Not necessarily convinced we need to; and doing demos of open world games is a technical challenge. It's a brand that has some history, some built in fan-base and we can benefit a little bit from that. There's just so many awful demos: you're doing your game a disservice by putting in players hands before it's ready. Nobody wants that."

What we see in our brief teaser is, according to Mattes, a "microscopic fraction" of the game's content (indeed, a sneaky glance at one of the monitors on the team's floor reveals a stunning-looking Mario Galaxy-style stage with the Prince scampering all over massive, rotating platforms in the sky).

Bursting with imagination and potential, Prince of Persia is surely up there with the most promising titles currently in development. One can only wonder how close the team will get to meeting its wild aspirations in the final analysis, but you can't help but admire the ambition.

Ubisoft aims to release Prince of Persia this Christmas on PS3, 360 and PC, with a DS title also in development.

Comments (36) Latest comment 4 years ago

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  • muscleblade #1 4 years ago

    This is going to be different and great imo.
  • penhalion #2 4 years ago

    Ubisoft is not letting us anywhere near it just yet: the E3 build is strictly hands-off. Instead, Mattes walks us through a demo section prepared specifically for the LA showcase.

    I hope EG are aware that this is exactly how Jade and Assasins creed fooled people into thinking the game was some great thing. They simply didn't let anyone who would have done something unexpected near it! By the time they had, you guys had already done all the hyping for them, based on what I term sleight of hand presentations. Showing only the bits of the game that work well and glossing over the bits that effectively are broken or can't ever work properly in normal play.

    I'm expecting journalists to show some common sense this time around and NOT simply take the producers word for it without having a proper play themselves!

    In the old E3, actual gamers got to see and play a lot of the games as a result, honest opinions came out of the show. So called good games were outed as being repetitive or slow or simply broken. Some got fixed by developers before release and some devs ignored the feedback to their peril. Now E3 is all journalists who, with all due respect, don't seem to have a honest opinion between them. Offering only positive feedback to presentations, regardless of if they actually believe what they are writing. Probably too afraid they will not be invited back next time.
  • frostcircus #3 4 years ago

    Holy god those screenshots look fantastic. The backgrounds are so very matte; it's going to be surreal seeing them move.
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #4 4 years ago

  • Krelle #5 4 years ago

    Judging from past PoPs glory and the new graphic style, this is my most anticipated game of 2008.
  • Les #6 4 years ago

    Just because of the great art style this game deserves to do well. I wish more developers would shun the shiny, supposedly realistic look for 360/PS3 games.
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #7 4 years ago

    But his argument hinges on the belief that Prince of Persia will deliver what, in the team's eyes at least, no-one else yet has: an experience that combines the freedom of an open-world game with the focused action and narrative development of a traditional third-person adventure.

    Um... Isn't that what the Legend of Zelda has been doing since Ocarina of Time in 1998. And, indeed, in 2D since the first one sometime in the eighties?

    I've been shouting at Ubisoft quite a bit today, but I am actually quite looking forward to it, but that's because it's a Zelda clone. Previews were calling it that since it was announced by that French magazine. It's a little disrecpectful to your audience caliming to do something new, which people have actually been enjoying for a decade already.
  • alimokrane #8 4 years ago

    @penhalion

    The difference between this and AC is that we KNOW what prince of persia plays like so absolute worst case scenario we will get an enjoyable game that's fun to play given the platforming history of the previous trilogy. I have faith in this title.
    Edited by 1 at 14/07/08 @ 09:14
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #9 4 years ago

    "You're a superhero and you're babysitting this nag, who's getting lost, running into things, crying 'help me!' - it's so annoying,"

    Or, you know, the most beautiful and moving game experience ever made.

    Sorry, I've finished the article eventually, I'll stop now. It's made me simultaneously enthralled and annoyed. I hope they don't fuck this game up.

  • Crovax20 #10 4 years ago

    I liked Assasins creed, despite its flaws... and if they can improve on that in this game... I'm sold
  • Rirekon #11 4 years ago

    Not sure about the cell-shading, it's just not my thing, the game play sounds pretty cool though.

    (Also, I really enjoy Assassin's Creed..)
  • mikeck #12 4 years ago

    "I'm expecting journalists to show some common sense this time around and NOT simply take the producers word for it without having a proper play themselves! "

    Fair point. However, if they aren't allowed to play it yet what can they do? We as gamers want to hear more about this game, and if there is no playable demo for journalists to tinker about with, I'd rather they share impressions from producer chats, guided walkthroughs, whatever, than no news at all.

    I like the 'illustrative' design, and am really looking forward to this game.
  • Sorcy #13 4 years ago

    What's so hard about making a new PoP Game?

    Either take Sand of time and just make the fights non-boring, or take assassins creed and make the running more interactive than "just point in the direction you want to go, mate" and the mission structure less repetitive.
  • Krelle #14 4 years ago

    @Mentalist(air):
    I thought the same thing when I read it. ICO is up among the best games ive ever played. I, althou a guy, take the name of Yorda whenever I play as a female toon etc.

    Anyway! Then I came to realise he aint totally of.
    Thing is, Yorda is supposed to be weak and helpless, crying for help. While that is the very thing that makes it so special, it also makes the Ubisoft-guy right (in a way).

    Post got bit messy, but you get my point?
  • Krelle #15 4 years ago

    @Rirekon
    Just curious..how can people still, to this day, NOT like cel-shading (or "illustrative";)?
    Dont you find it beautiful? Ive got friends who dislike it aswell, and they cant explain why they dont like it. They just dont.
    So I ask you instead, what wrong with Cel?
  • TheJuriel #16 4 years ago

    Looks fabulous, and Assassin's Creed was great but flawed. I have high expectations for this one.
  • 3william56 #17 4 years ago

    Shock 1: Honest Developer Chat (AssCreed/chick in PoPSoT "suck", all the right influence checks)? +1
    Shock 2: Demo on PS3? Lead Console? So probably excelent on both versions? +10
    Shock 3: Decent Camera in early build? + infinity

    If half of this is kosher, this could be something special. As long as that "weapons locking"/button pounding is exactly that, and not a effing quicktime event.

    /marks Xmas list
  • Eighthours #18 4 years ago

    (or, in Haze's case, massive waste of time)

    :)

  • mingster #19 4 years ago

    Yay Rotoscoping ftw...
  • Rodney #20 4 years ago

    This looks absolutely beautifull. Great to see developers trying different art styles.

    No more brown/grey/bloomed out scenery with plastic looking space marines!!

    Some of those screenshots look like concept art so I cant wait to see it in motion.
  • penhalion #21 4 years ago

    @alimokrane

    Is it even the same team doing the new Prince of persia game? If not, then none of the old rules of quality or story fidelity need apply.
  • Chaote-Imagicka #22 4 years ago

    Or, you know, the most beautiful and moving game experience ever made.

    To be fair he might have played only the american version with it's gimped AI. Only the EU and Japan got the version of Yorda who was wonderful to be around.
  • mrharvest #23 4 years ago

    That preview fills me with dread.

    'Assassin's Creed, for instance, fails because its freedom is too daunting for the casual user. "The really advanced players get great flow, but casual players jump, stop, look. Jump, fall, die, start over. They don't get the same flow and it sucks," he argues.'

    It's like they are picking the exactly wrong end of the stick. Assassin's Creed failed because it was too restrictive for an open-world game: as a result the open area was nothing but a big empty decoration. Compared to, say Crackdown, there was nothing of worth in Assassin's Creed you could do with the world. You had just a few pre-planned routes to each boss fight and some simplistic mini-games you had to do before you could fight the bosses.

    With this new PoP it sounds like the open-world sections are still just token features and the real meat of the game is in the linear corridors you have to traverse to get to the different areas. And probably to pad out the length of the game they'll make you backtrack each corridor repeatedly between sections.
  • sirtacos #24 4 years ago

    Mr. Harvest is on track.
  • Quint2020 #25 4 years ago

    The whole partner thing pretty much ruins it for me, if she'd have been playable fair enough but to just have some AI character follow you arround seems a bit balls, what's the point? "oh she helps with combat" yes but WHY?
  • brockenheimer #26 4 years ago

    ...you might get pushed against a trap that kills you and your dead.

    My dead? My dead what?

    AAAAAAARGH come on EG that's bad enough in the forums, let alone a headline article!
  • Derblington #27 4 years ago

    ""oh she helps with combat" yes but WHY? "
    Because she has the mad skills to rid the world of the black goo, with your help.
    Edited by 1 at 14/07/08 @ 13:40
  • Tomo #28 4 years ago

    Sounds ambitious (ouch), but I get a sense too much so for its own good...

    It sounds like they're drawing inspiration from so many games – PoP, AC, Zelda, ICO, Soul Calibur, Mario Galaxy?! – that it could be a bit of a mess.

    The boss battles sound interesting, but I get a sense that they're like QTEs from Shenmue etc...

    One to watch, but I'm not overly excited yet.
  • ElNino9 #29 4 years ago

    Who said game aren't art? That looks stunning.
  • bitesize #30 4 years ago


    ^ haha, i think you're in a minority there. screenshots look fantastic to me - good to see someone trying something a bit different...

    liking the sounds of the gameplay as well from the descriptions, sounds like everything i want in a new PoP game.
  • badabing #31 4 years ago

    Big fan of fashion dogz myself !

    .
  • bitesize #32 4 years ago


    @retrend: was talking about you saying "screenshots look wank" in the middle of a thread full of people gushing about how ace it looks!

    definitely agree that ubisoft have turned a bit shit of late... hopefully this may be a sliver of gold amongst that pool of shite.
  • DAN.E.B #33 4 years ago

    hope the music is a little more.........well..........persian!
    i liked the music on the snes version.
  • Krelle #34 4 years ago

    music in the first Pop was pretty great.
    Went a bit SEGA hardrock after that,
  • Lotek #35 4 years ago

    I'm not a fan of cell shading, i'm more toward realism, but i must admit, these shots looks good, i wouldn't say great, but definately good. I'm a fan of the POP's so here's to hoping this betters them all. I felt Assassin's creed was overhyped, little bit repetitive and somewhat boring, so fingers crossed they can now see the flaws of that game and really nail this POP. To be honest, though some won't agree, if it plays (and has action) like Ninja Gaiden 2 I'll be putting another £40 right next to now dust gathering £40 for Gears of War 2 i have set aside.
  • darc #36 4 years ago

    I'm the odd man out on this one, I guess. I generally like cel shading (he can call it what he wants...) and specialized art direction (eg. Okami, etc.) but I don't like the look of this at all. It just looks kind of broken and distracting to me. Perhaps in motion it will be more impressive?

    Nevertheless, gameplay sounds fantastic. Yet another title I won't possibly have time to play, if they all hit in the alledged November/December timeframe. Top of the list right now:

    Mirror's Edge
    Fallout 3
    Prince of Persia

    I know there are more, but I'm drawing a blank...