The interview where I am getting this from can be found here.
Joystiq pointed out a specific block in the article
“We set out to keep a few core fundamentals but to re-imagine everything else, discarding some very well entrenched ideas not only about the brand but also about videogames in general,” Mattes said. “What surprises me is how little these high level risks seem to be noticed and appreciated as attempts to shake up the industry and push things forward.” – Ben Mattes
Now I just finished this game the night before last. And I took full advantage of the changes to the game. First things first, the lead characters costume is horrible so I switched it to the Assassins Creed skin. Made things more enjoyable right out of the gate. I also noticed that Ubi has learned a bit from the Assassins Creed team when it comes to how the animations work of the characters with the environment. I even took as much advantage of the On Demand interactions with Elika. I liked her character a lot. Great interactions and the script was great. I am actually looking forward to the sequel.
However. I say the interactions and the actual words are great, but I don’t like the fact that the game is called Prince of Persia but the “prince” sounds more like the Prince of English Speaking America. I was actually waiting for a “Well excuse me! Princess”.
I enjoyed the art style of the game and the frame rate when using the different plates but I did not like the fact that the game feels like a giant QTE. It’s a lot of ‘press this button now’ ‘now press this button now’. I enjoyed combat, but hated that was forced into button mashing the X button whenever I got close to a wall, ledge or when a boss was doing a flailing attack.
But I am still trying to think of these new risks that is said to have been taken.
Elika worked similar to many side kicks in other games as a helping mechanism for the platforming mechanics. Sure she rescued you when you are about to die but that is no different in my head then the reverse time mechanic in Prince of Persia Sands of Time.
The game was large but there was not enough enemies to fight, in fact I received the achievement for killing the enemies before they completely spawned in my first 10 encounters with this spawning corruption enemies.
Boss battles have some really cool aspects to them, but is more or less the same as killing the normal enemies a basic dodge, gauntlet, magic/other move rinse and repeat. I just felt like there was something missing.
As for the “magic seeds” AKA the stupid orbs from Crackdown need to go. At least in Crackdown they gave me, the player something to benefit from. The fact that I need to collect 540ish of these damned seeds to beat the game is absurd, not to mention the fact there is 1001 of these damned things purely for the achievement hunters out there.
Now I have sat here and basically ripped into this game. But I do not dislike this game. In fact if I had the money I would probably buy it. But for now it’s a rental. The story is great, the characters are great and the post final boss fight stuff is pretty awesome. I really can’t wait for the sequel and I hope that Ubi learns from the mistakes of this game and makes it better.
My free piece of advice. No more hidden QTE’s. Give us the mechanics to do whatever the QTE does on our own in the end the player base will be happier.
Also give me more people to fight.
Console
360, PC Gaming, Producer Talk