2009
Prince of Persia is not a good game. It is also not a bad game. If I had to review it, and assuming I was scoring on scale that actually made sense, it would get a clear 5/10. Not because it’s average but because for every great thing in the game there is something equally as frustrating. Perfect example: There are four types of power plates to be found throughout the game which serve to propel you long distances via some magical guff. Of them, two are passive; pressing triangle activates them and you’ll automatically travel to the end destination. The other two are active and require a certain amount of user interaction. One of them, the wall-running plate, is sublime. Gravity shifts and you run continuously along the wall in a single direction making adjustments left or right to avoid obstacles in your way. The other sees you flying along a set path and forces you to dodge buildings and structures. That one is truly awful due to the fact that the continual swooping of the characters makes it impossible to predict if you should be avoiding to your right or left when they finally straighten out. Good thing balances bad thing.

A Guide to Power Plates: Red - Automatic. Blue - Automatic. Green - Great. Yellow - Fucking Harrowing.
The game is like this for everything: Stunning visuals vs. generic enemy design (the achievements even refer to them as ‘generic enemies’); moments of fluid platforming vs. the black goo along walls that insta-kills you and forces you to redo the entire section; God-awful combat vs tediously drawn out puzzling. Wait, both of those last two were annoying. It may actually be possible that the bad things actually outweigh the good. 3/10. And yet, thinking back to the time I spent playing it, I enjoyed the game. Even this isn’t a simple assessment because I hate the fact I enjoyed the game for the reason I did.
The thing I keep telling myself is that I was a victim of my own success.
I played Prince of Persia on the Playstation 3, a machine that has its now seemingly obligatory rip-off of Microsoft’s Achievement system. The twist with Sony’s version, called trophies, is that if you collect all of the achievements tied to the game you get a Platinum Trophy as a reward. Now I don’t hate the shift into achievements like some seem to but I’m also not enamoured with it. At their best they make you think about the way you play a game and encourage you to try new things. At their very best they make you carry a gnome through the entirity of Half-Life 2: Episode 2. At their worst they get lazy and just tell you to find all of a certain collectable. My experience of Trophies generally involved looking at the list and going for the ones that pretty much match up with the way I’d play the game anyway. I certainly wouldn’t actively go for a platinum as there is always something on a game’s trophy list that I either don’t have the skill or don’t have the patience to achieve.

This combat move, throwing a magical girl into your enemies, is not recommended until the third date.
For Prince of Persia that thing was completing the game having Elika save you fewer than 100 times. Elika ‘saves’ you when you mistime a platforming section or screw up a fight. She’ll fly down and reset you to the beginning of that platforming section. It’s basically the game’s replacement for death. I was ‘saved’ what seemed like a ridiculous number of times and I knew that I’d never complete the game under the limit so you can probably imagine my surprise when it turned out that I had. That in itself wasn’t a good enough reason to actively try and get that platinum trophy. What was a good enough reason, for me, was the fact that I was only borrowing a friends copy of the game and he was nowhere near achieving all the trophies. I’m competitive like that… Also petty.
So I loaded up a save from just before the final boss and started collecting the remaining trophies. Unfortunately some of these came from the worst school of achievement design: find all of the pointless collectables, in this case 1001 light seeds. I hate collectables in games. There are always far too many of them and, now they are tied to achievements, they don’t even offer unlockable rewards any more. This would clearly be the most frustrating 4-5 hours of an already pretty damn frustrating game.
Actually it was the best few hours I had with it.
A note on the light seeds. They only appear in an area once you’ve cleansed it of corruption. At the point in which all 1001 are accessible to you, every area is free of the corruption. This means no annoying black goo, no insta-death and, most importantly, no enemies whatsoever. Instead what you get is pure platforming, which, when you’re given the chance to actually focus on it, is a surprisingly robust and enjoyable system. Essentially it works like a more rigid version of the old Tony Hawk’s games. Once you’ve activated the first jump you are constantly in motion until you reach the next piece of flat land. Whether you are climbing, sliding or jumping between walls you are always moving forward and timing your next press of the face button to activate the jump, climb or power plate animation at just the right moment. The fun, again as with early Tony Hawk iterations, comes from being able to chain a huge run of jumps and acrobatics together.
The placement of the light seeds also proved to be important. The game is divided into multiple hubs, or ‘fertile grounds’, from which there are multiple paths. Each hub is relatively small and contains 45 light seeds. They are big, bright and stand out against the backdrops. There are relatively few occasions in which you find yourself wondering where the final light seed is hidden in an area. Most of the challenge comes from spotting a row of two or three and working out which route will take you to them.

By my 1000th light seed I was feeling pretty good about the game. If I hadn’t got stuck in a wall during the terrible last boss fight that I needed to re-complete to access light seed #1001, thus earning my last trophy, I’d probably look back even more fondly at it. That’s Prince of Persia’s curse: It’s more than the sum of its parts, but only because its parts are terrible. The combat is bad, the difficulty is artificial, the story isn’t interesting, the characters are jarring and collecting things is stupid.
If anything my petty little meta-quest completely sums up what I found throughout the whole game: something brilliant born out of something awful. 6/10?








