Prince of Persia's new look and initial details revealed |
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The unnamed Prince gets his chance for another death-defying run in the upcoming Prince of Persia (PC, Xbox 360, PlayStation 3, DS) title as Ubisoft Montreal recently revealed the new plot behind the game as well as several new images of the Prince's new look.Taken from French video game magazine o, the new Prince sports a similar look with another Ubisoft-made assassin (by the name of Altair), dressed up in a slightly different ensemble. Set after the Sands of Time trilogy, the game itself is rendered in beautiful cel-shaded environments and takes place in a completely different period compared to the previously released titles.
The new hero is a prince who was a formerly a thief. He inadvertently unleashed the evil Ahriman god, trapped inside a box by his (Ahriman's) twin brother Ohrmazd. It is now up to the hero to restore the world affected by the evil god, similar to how Amaterasu restores color to the world in Okami.
With the use of a claw-like glove, the Prince can slide along walls and make steep 45 degree angled leaps to make his way through the game. Gameplay will make use of dynamic camera angles popular with many 3D action titles nowadays.
You can expect a lot of the same action-packed fight scenes in this title as well just by looking at the images below, so make sure to come back here at QJ.NET for more updates on this upcoming title from Ubisoft. In the meantime, we hope you enjoy the eye candy we were able to collect below.
Meanwhile Neogaf forum poster Ether_Snake was also able to translate some of the more gritty details of the new game. Here's the quick rundown of these tidbits in bullet time... er, bullet points:
- Prince feels Amano-inspired. Looks like a celluloid/animated character (a bit like SFIV). The style itself is still in progress.
- Corrupted world needs to be healed.
- Story is much more "1001 Nights"-like, more fantasy, less grounded in reality but instead more magical yet still credible, more poetic.
- Player must unleash light-wells to heal the corrupted world, which shoots light into the sky, reminiscent of SotC and Okami.
- The transformation of the world is in real-time, with plants growing back to life as the world heals back and as the player can still move, instead of a mere cutscene, sky changes back to its normal color, etc., to give a strong sense of control and success to the player.
- No more time rewind and such.
- They are no making a second Assassin's Creed, they are making a new PoP.
- Art style was difficult pass through the management, but they never refused it, and eventually loved it.
- Story specifically: Orhmaz and Arhiman, twin gods, one good one evil, celestial battle, Orhmaz locks Arhiman away in a box which he hides into an faraway oasis deep within a desert. Centuries pass, and comes a troublesome thief (the prince) and Arhiman is freed somehow (not deep explanation given). Prince must undo his mistake. This is what they refer to as a more "1001 Nights" kind of story, like a fable.
- More open/organic environments. Has a Zelda-esque feel, old-school in themes.
- Bosses/player use backgrounds during fights (one shot shows an enemy pushing the prince against a wall as if trying to choke him, or another throwing him in the air).
- Game went through a few iterations; originally too open (felt big but not enough to do), at one point it was more like Assassin as far as open world (going where you want), but players would get lost and wander aimlessly and dynamism suffered as a result. Now instead it is more focused with a clear road, but multiple paths can be taken (free to move from one map to another, back and forth, etc., more open than previous PoPs).
- The demo map shown to the journalist, old of a few months, has been scrapped design-wise because it was too Assassin-like, now it's more fantasy design-wise.
- Game world is made of nodes connected by paths, and you can go from one node to another as you wish (this is what they mean by less open, but non-linear; you can see the paths, but you don't have to going from A to B to C). The game adapts as a result (enemies from later visited locations might be more difficult, etc., for example zone A might be more difficult if you access it at the end, but if you accessed it at the beginning then it is easier, even bosses, depending on what order you fight them, adapt as such).
- Prince can slide along any walls using his glove. Game is as much vertical as horizontal.
- Prince has more possibilities of movement.
- Bosses inspired by MGS' boss quality; they are fewer but they have a story, a reason to be, they leave more of an impression on the player. Some are former nobles, sometimes acting against their will.
- They wondered if they should make just more enemies and try to do a God of War game and try to beat it on its own ground, or go for something different. They went with fewer enemies instead and a new combat style. Combats are duels. You can see the expression on the faces of the characters/bosses. Movement/action in fights is more like Advent Children, more cinematic in presentation.
- 140 people working on it, more to come, people from many projects.
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Comments [refresh]
Now THAT looks good. Cel-shading finally looks like it's supposed to. I don't care about the backlash that I'll get... but WindWaker was absolutely horrible looking.
The only game(s) to come even remotely close to getting cel-shading right were XIII, and maybe Hotel Dusk.
This one shows some nice promise.
This game's lookin' mighty puuuurty! Guess I was right on the money in yesterday's article when I assumed it'd be cel-shaded! Man! And it's looking better than I imagined too!
It kinda looks like Okami with the same tones and hues of... say... Vagrant Story? A very very next-gen lookin' Vagrant Story. Suhweeet!
Hope a release date is announced soon. All we ever got yesterday was "towards the end of the year."
that looks sick! it kind of reminds me of the Afro Samurai game that's supposed to be coming out. hopefully the gameplay is as good as the Sands of Time trilogy
Yea, I'm diggin' it. Jet Set Radio Future was the last game where Cel Shading truly fit. Hope this one keeps its look. -V