BackgroundSo Ubisoft came out with a new PoP game on Friday, and of course I had it on preorder. Sands of Time is one of the few games I've ever played to completion without playing
with someone, let alone multiple times. I wasn't particularly fond of the sequels, however, for two reasons.
Firstly, they gutted the original Prince's character. Prince 1 was British, funny, and guileless. Then, apparently, their focus groups told them they wanted more 'dark'. So they took a broad paintbrush, dipped it in a vat of dark, and then dumped the vat all over the game. Prince 2 was American, emo-looking, and very, very angry. They did the same thing with the game as a whole, almost running out of black or near-black pixels as opposed to the colorful art style of the original, and they got rid of the girl, Farah, entirely. The music went from generic but cool Middle-Eastern to angry heavy metal. Prince 3 dialed all of this back a bit, but Prince 1 was far and away the best.
Secondly, the focus group apparently told them that combat in Prince 1 was too simple. Which it was, admittedly. But their solution was to essentially tack on a Soul Calibur minigame with a billion different unintuitive combos, which meant I did what I do in Soul Calibur -- button-mash like a fiend. Not much fun. Again, Prince 3 was better, but not by much.
But then Assassin's Creed came out and I figured Ubi must've gotten
some of their mojo back because that game
rocked. So when I heard there was a new Prince coming out, with no connection to the previous series, expectations were high. So with no further ado...
The ArtThe new PoP engine is based on the one that was developed for Assassin's Creed, which definitely boded well for the game. In this game, they use a cel-shaded version of the engine, to great effect. The graphics are, quite simply,
gorgeous. Watching the tiny-ass YouTube trailer I was a little worried that the cel-shaded Prince was a little hard to follow, but on a 50" TV at 720p there is no such concern. And the art is fantastic. There's a wide variety of environments, ranging from focus-group-tested dark and scary to lush verdant green gardens to
cold blue ice. It's not the Arabian Nights art of Sands of Time, but it's at least as good.
The CharactersNew girl. New Prince, for that matter. There's a code you can enter to change the models to the Sands of Time ones (although, obviously, updated for the new engine and the 360), but why? It's a new game.
The new girl is not quite as biting and sarcastic as Farah, but not entirely two-dimensional either. Perhaps she will be further developed as the game goes on -- so far most of her talk has been exposition. The new Prince is fantastic. He's American, but he's hilarious. A bit of a reluctant hero -- one of his lines is, "I'm not here. Someone else is here, doing these crazy things," and another: "I had gold! Lots of gold! I could've had wine. And women! And carpets
this thick!". Also sarcastic, more so than Sands's Prince. I've only been playing for an hour and a half, so obviously not that much character development yet, but so far, very promising.
Combat MechanicsUbi really knocked it out of the park here. The combat mechanics are superb. There's a combo system, but rather than arbitrary combos, they make a tree of sorts. And each branch in the tree is punctuated by a pause wherein you can hit the next button, and the options make
sense. For example, when you knock the enemy up into the air, the game pauses, and obviously your only move at that point is to hit A and
join him there. Then you can hit X or B depending on if you want to use your sword or your fist. It's well done -- complex enough to not be the same four moves over and over (a la Sands), but not quite a button-mashing minigame.
Movement MechanicsNow here, I am a little ambivalent. I liked the old game's system where the right trigger was associated with the game's characteristic acrobatics -- wall-running, swinging from a beam, etc. In an effort to streamline the controls, the A button now does almost everything, though you still have to hit it at the right time to do exactly what you want, and where you have the stick pointed determines the move. Hit A while moving to a wall, you wall-run. Hit A while moving towards a gap, you jump across the gap. Obviously there's a little more room for error than in the old system, and there are a few things that use the B button, like using a ring to extend your move, which is a little counter-intuitive.
Overall, it's usable, and within an hour I was using it almost as naturally as the old system, so overall no complaints. Cool new mechanics include: the aforementioned move-extending rings, using your claw-gloves to slow a fall by scraping down a wall, climbing around on vines, and an interesting mechanic wherein the girl, who has magical powers, can help you across a jump if you manage to hit Y before you start falling.
Worth mentioning is the fact that the old turn-back-time-when-you-realize-you-messed-up-a-move trick no longer works. Instead, the girl uses her magic to catch you and pull you back, so you can't actually die. Instead, you get to try over and over again until you make the move. It's kind of like always having enough sand to turn back time, and always remembering to use it. Unfortunately, it does mean you can't turn back time to right before the point of death, you always start from what the game decides is "the beginning of the move". Which can be quite a way back, at times.
Overall, my first impression of this game is overwhelmingly positive. It looks set to deliver on the promise that the trailers made, of a sequel that lives up to the original Prince. You'll notice I've said nothing about the story -- not much has been uncovered yet, and I'm totally withholding judgment until I've seen the rest of it. Until then, I'm going back to the game. Peace.