New Prince of Persia game (360/PS3/PC)

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  • Flawless
    Bang-bang! Down-down!
    • Mar 2004
    • 16780

    #31
    Re: New Prince of Persia game (360/PS3/PC)

    Awesome new trailer.



    ...
    Go Noles!!! >>----->

    Comment

    • mrpotatohead5
      Pro
      • Nov 2004
      • 542

      #32
      Re: New Prince of Persia game (360/PS3/PC)

      Game is looking sweet to me. I really like the style of the graphics, call it what you will, I just like how it is different and has a cool feel to it. Reminds of LoZ:Wind Waker for GC, which was really cool in how they pulled off the graphics similar to this.

      Comment

      • Flawless
        Bang-bang! Down-down!
        • Mar 2004
        • 16780

        #33
        Re: New Prince of Persia game (360/PS3/PC)

        1UP Hands-On

        What's our take? This was the first time I got my hands on the game, and I was surprised to see a few changes to the default control setup from last generation's games, which is made possible by the game's separation of platforming and combat. Because fights now take place exclusively in ad hoc arenas that the game creates when you find enemies (think of it like triggering a battle in an RPG), you gain access to the face buttons for platforming -- press Y/Triangle to double jump, B/Circle to grab rings and extend your wall run, etc. Additionally, some moves that formerly took effort are now automated. If you jump on a wall, you automatically scale it a bit; if you jump and grab a narrow platform, you no longer have to press a button to pull yourself up onto it.

        These are relatively minor changes, but when you combine them with bigger new features like Elika and the open-world options, the game feels significantly different from previous POP games, which is exactly what the series needs at this point. The game also feels more forgiving than in the past in regards to falling off ledges or not making jumps at the proper time, though some of the voice acting and dialogue sounds a bit cheesy (the developers tell me this is intentional).

        But the aspect that interests me the most at the moment is the new fighting structure. Ever since The Sands of Time, Ubisoft Montreal seems to have struggled to devise an ideal combat system for this series. Warrior Within added a bunch of weapons and moves, but it got criticized for being both too combat heavy and not having good enough combat for a game that put such an emphasis on it.Two Thrones added a Speed Kill move that allowed great stealthy attacks but otherwise suffered from the same problems as Warrior Within.

        This latest approach -- with arena combat, always-locked-on movement, an Elika attack button, an acrobatic moves button, and a gauntlet that you can use to throw enemies in the air -- seems to in some ways acknowledge that the developers couldn't create a perfect system blending enemies with the rest of the game world. But in the handful of fights I played, it worked extremely well, and it looks like it will continue to as long as there's enemy variety as the game plays out. With the changes, the new game feels a bit more fragmented than previous titles, but the series has never had combat that's this satisfying.
        Go Noles!!! >>----->

        Comment

        • Flawless
          Bang-bang! Down-down!
          • Mar 2004
          • 16780

          #34
          Re: New Prince of Persia game (360/PS3/PC)

          Better quality version of the new trailer.

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          Montage

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          Go Noles!!! >>----->

          Comment

          • Flawless
            Bang-bang! Down-down!
            • Mar 2004
            • 16780

            #35
            Re: New Prince of Persia game (360/PS3/PC)

            New dev diary focusing on the art direction and environments.

            <embed src="http://blip.tv/play/gctb1bNfjt1s" type="application/x-shockwave-flash" width="626" height="380" allowscriptaccess="always" allowfullscreen="true"></embed>
            Go Noles!!! >>----->

            Comment

            • Flawless
              Bang-bang! Down-down!
              • Mar 2004
              • 16780

              #36
              Re: New Prince of Persia game (360/PS3/PC)

              OMG

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              Go Noles!!! >>----->

              Comment

              • jmood88
                Sean Payton: Retribution
                • Jul 2003
                • 34639

                #37
                Re: New Prince of Persia game (360/PS3/PC)

                The graphics and art style in this are ridiculous.
                Originally posted by Blzer
                Let me assure you that I am a huge proponent of size, and it greatly matters. Don't ever let anyone tell you otherwise.

                If I went any bigger, it would not have properly fit with my equipment, so I had to optimize. I'm okay with it, but I also know what I'm missing with those five inches. :)

                Comment

                • Moses Shuttlesworth
                  AB>
                  • Aug 2006
                  • 9435

                  #38
                  Re: New Prince of Persia game (360/PS3/PC)

                  I don't even know what to think of this game.

                  Comment

                  • DickDalewood

                    #39
                    Re: New Prince of Persia game (360/PS3/PC)

                    Wow... I'm sold... those videos looked amazing. The fighting looked fantastic and the acrobatics looked better than ever. LOVE the new art direction as well.

                    Who's the girl that's with him though?

                    Comment

                    • Flawless
                      Bang-bang! Down-down!
                      • Mar 2004
                      • 16780

                      #40
                      Re: New Prince of Persia game (360/PS3/PC)

                      <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=42674"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=42674" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed> </object>
                      Go Noles!!! >>----->

                      Comment

                      • jmood88
                        Sean Payton: Retribution
                        • Jul 2003
                        • 34639

                        #41
                        Re: New Prince of Persia game (360/PS3/PC)

                        This game is beautiful.
                        Originally posted by Blzer
                        Let me assure you that I am a huge proponent of size, and it greatly matters. Don't ever let anyone tell you otherwise.

                        If I went any bigger, it would not have properly fit with my equipment, so I had to optimize. I'm okay with it, but I also know what I'm missing with those five inches. :)

                        Comment

                        • Stumbleweed
                          Livin' the dream
                          • Oct 2006
                          • 6279

                          #42
                          Re: New Prince of Persia game (360/PS3/PC)

                          Yeah, I was impressed with all of these PoP games, but this new art style is doing the game even more favors... looks amazing. I was lukewarm on the change based on early screenshots, but they sure shut me up.
                          Send your Midnight Release weirdo pics/videos to my new website: http://www.peopleofmidnightreleases.com!

                          Comment

                          • Flawless
                            Bang-bang! Down-down!
                            • Mar 2004
                            • 16780

                            #43
                            Re: New Prince of Persia game (360/PS3/PC)

                            Prince of Persia: The Warrior and the Alchemist

                            Prince of Persia's open world element means that you are free to journey between the different regions, healing specific levels and moving on. You could focus on clearing out a whole region or work your way around the world, exploring at your whim and healing levels across the map. The choice is yours.

                            What's impressed me about Prince of Persia -- more than the slick platforming or challenging combat -- is that each region has its own look and back story. And each boss feels wholly unique and requires a different strategy to defeat.
                            <embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='object_ID=890664&downloadURL=http://xbox360movies.ign.com/xbox360/video/article/930/930060/PoP_Preview_111308_flvlowwide.flv&allownetworking= "all%"' type='application/x-shockwave-flash' width='433' height='360'></embed>

                            New Screens



                            ...

                            TeamXbox

                            Not only is the game beautiful, full of vibrant color and evocative lines, not unlike a painting that has taken motion, it also does exude some pretty amazing technical features as well. The levels in the new PoP are huge to say the least, but you can only really get a feel for this when you check out the vista from some high perch. The developers admit they were inspired by Assassin’s Creed in this regard, so you can view some pretty amazing vistas in PoP, scanning the horizon for areas still under corruption or those that you’ve returned to their natural state.

                            But the beauty doesn’t simply reside in the look. It’s the way the game moves. The acrobatics of the Prince and Elika is not only graceful and exciting, but also sort of touching and sweet sometimes. The way they pass each other on a narrow beam or log is sort of cute; they grab hands and swing around each other. In an age of every movement being motion-capped by a bunch of faceless people in black ping pong ball suits, PoP goes the old school route and builds their movements out of animator-created animations. True artists plying their craft. Nothing against mo-cap actors, they have a discipline all their own. But there’s something to be said about the magic of an artist’s hand. That magic is all over PoP in every way.
                            Running and jumping your way through the puzzle-like levels of the new Prince of Persia is less of an exercise in remembering specific button presses and combos to pull off wall and ceiling runs, and more like a smooth and rhythmic dance through dangers, where timing has more to do with success than remembering to hold a certain button down or hitting a totally different button to disengage from the wall. Prince of Persia’s controls just seem more elegant than ever before.

                            This extends to the combat, which keeps you anchored conceptually to what the buttons do when you’re running through levels. X is sword, B is claw, Y is Elika. Repeat this mantra to yourself. Ubisoft has built an interesting combat system where every enemy feels like a boss, and beating them comes from straight up experimenting with the button controls. In other words, it rewards button mashers. But it also rewards those who are more deliberate and take time to learn what they can really do when they intelligently string their attacks together.
                            Elika doesn’t just follow and stay out of the way. At moments she’s crucial, not just for her magical abilities that you can exploit in combat, but also special acrobatic moves that you just can’t do without her. In crass game design terms she’s the ultimate weapon/tool for your character to use. But in the magical world of the Prince, she’s more. There’s an attachment between the characters that’s only amplified by the intimacy of their joint animations.

                            As a character, she’s also one of the more positive female ones we’ve seen in a game in awhile. Not overly buxom, not stereotypically bitchy, not secondary to the main character, Elika may turn out to be one of the really positive female role models in videogames, an art form that could use a hell of a lot more of them.
                            Go Noles!!! >>----->

                            Comment

                            • Flawless
                              Bang-bang! Down-down!
                              • Mar 2004
                              • 16780

                              #44
                              Re: New Prince of Persia game (360/PS3/PC)

                              <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=42708"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=42708" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed> </object>
                              Go Noles!!! >>----->

                              Comment

                              • Flawless
                                Bang-bang! Down-down!
                                • Mar 2004
                                • 16780

                                #45
                                Re: New Prince of Persia game (360/PS3/PC)

                                Joystiq Hands-On

                                As we'd experienced during our first hands-on with the game, the platforming has a distinct fluidity to it, helped in no small part by a control scheme that's been seriously re-worked over previous installments in the series. There's no holding a button and a direction to stay on a wall while running along it – you simply jump towards it and keep moving, until you want to jump off. At that point, tap "jump" and you do just that, landing where you want to – if your timing's right. It really does feel like a platforming "rhythm game" of sorts, something that Mattes says the team was going for. (You can read more about the game's design theory Monday in our full sit-down interview with Mattes.)

                                The camera can be freely adjusted, but we were happy to find that, in our traditional "we're going to keep our finger off the right stick and see what happens" test, we rarely needed to manually position it ... something that couldn't be said for the last three "modern era" Prince of Persia games.
                                While we were getting our run-and-jump on, we noticed that Elika never once got in our way, wandered off, or otherwise made us wish she wasn't there. On the contrary, she'd jump onto the Prince's back when we climbed on vines, get seamlessly tossed across gaps by him, and so on. She helped us out, too, by providing a stylized double-jump mechanic and saving us from deadly falls.

                                That last bit was something of concern when we first played the game. After all, how challenging could the game be if you technically didn't "die?" Oh, plenty. Just because Elika grabs your hand and whisks you out of harm's way doesn't mean you're thrown ahead and given a free pass on a certain challenging jump. No, you're teleported back to the beginning of the platforming "sequence" and must try it again (without falling this time, hopefully).
                                We were impressed mostly by the fact that these one-of-one fights looked and felt as choreographed as something that would normally require timed button sequences ... without the need for timed button sequences.

                                The game walked us through several fights' worth of control tutorial until we honestly didn't have to give second thought to what button we were pressing to execute a particular move. By the time we wrapped up our play session, we were sliding between enemies' legs, tossing them into the air, calling in Elika to teleport-kick them, and thwacking away until they teetered on the edges of cliffs – just before we delivered a final blow that sending them plummeting.

                                What was doubly impressive about the combat system was the fact that, according to Delbuquet, it continues to evolve steadily throughout the course of the game. We were already stringing together our own combos at this point; nothing felt canned.

                                Nothing about the game feels canned, in fact. From our time with it, it was nothing but fresh. Yes, it's Prince of Persia – but the idealized game you always have in mind when the title's spoken. A balance of strong platforming, mild puzzles, and, in this case, a new (and, so far, much better) combat system. Do not, whatever you do, sign and seal your list of 2008's best games just yet – if the full experience bears out what we played in a little over an hour, you'll need the space for what could be a series' return to form (and then some).

                                Ubisoft plans "significant" POP DLC

                                Ubisoft producer Ben Mattes has said downloadable content for the new Prince or Persia game is very much part of the plan, and will add "significant value" - perhaps even as much as an entire prequel or sequel.

                                "The intention is to do downloadable content that adds significant value, so I don't think you'll see downloadable content of a new skin or a new weapon or something like that.

                                "If we're going to do it, it's going to be a new story, a new experience, maybe a prequel, maybe a sequel - we're going to do something that really offers a lot of value for the player. In terms of when: sometime next year - I'm not sure of exactly when, it's all still in discussion."

                                Famously, the new instalment adopts a flashy 'next-gen cel-shaded' visual style, one Mattes believes will be "copied in the coming years".
                                All of that should add up to between 12 to 18 hours of straight and narrow gameplay, we're told. Meanwhile, those delving into the story dialogue and scouting for nooks and crannies can expect anywhere from 18 to 24 hours of content.

                                One of the goals, said Mattes, was to make Prince of Persia completable, as too many people shelve unfinished games.

                                Mattes and team have also produced enough backstory and creative content that, if the game sells well enough (a Christmas number one, perhaps?) then the world can be easily expanded by Ubisoft Montreal or "another team".

                                "But that said, there's no guarantee this will be a trilogy because clearly if the sales aren't there, things can change and we might decide, 'OK, you know what? That's it for Prince of Persia for now.' So it's equally important this be a standalone project as well, and for now that's all we can guarantee," added Mattes.
                                Go Noles!!! >>----->

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