The success of Prince of Persia: The Sands of Time completely rejuvenated a left for dead franchise. From a series that was known for its challenging, timed gameplay, rose a 3D incarnation that was nearly beloved by both the gaming press and gamers themselves. Setting the gears in motion for sequels, spinoffs, and a movie, The Sands of Time was both a trendsetter for many future titles and an acknowledgement to its roots.
A few years after its immediate trilogy sputtered off, Ubisoft tried to remake the prince once again with Prince of Persia, no subtitle. Much like the NES Ninja Gaiden and the Xbox Ninja Gaiden, Prince of Persia was annoyingly named the exact same as the original game twenty years its predecessor. But if fans were expecting an even closer imitation of the original, they would be quite surprised with the bigger changes made by Ubisoft.
Prince of Persia (2008, not 1989) received mixed reviews with attention to the excellent art and animation, but some disdain towards the game’s reported simple difficulty. What attracted me to reviewing the game’s first hour was definitely the art style. Borrowing the watercolor look from Okami was definitely a brave move by a generally conservative Ubisoft, and I am hoping some of that creativity might have run over to the parkour and fighting elements of the game. Let’s take a look.