New Next-Gen Prince of Persia Acrobatics and Combat Video Interviews

Ubisoft has released two new video interviews highlighting the combat and acrobatic aspects of their upcoming Prince of Persia next-gen title. I have taken the time to watch each and put together a some detailed notes and opinions for your reading pleasure.
Hit the jump, double jump, co-op jump, and prepare to “jump jump” your ass straight out of your seat. Anyone who saw previous footage of the game and said” it looks good but I just don’t understand how the controls are going to work” is going to have their questions answered — right now.
Prince of Persia Combat Interview
Combat Highlights
Ubisoft’s goal with the latest Prince of Persia was to reinvent the way people fight in an action game. This brought on the development of a new 1-on-1 fighting system, which they describe and being similar to that of Soul Calibur.
The relationship of combat to acrobatics has changed, as the two are more clearly defined and separated this time around. Exploration type acrobatics will navigate your to battle, but once engaged in a fight, you will be locked in until either you or the enemy has been killed. This is a significant change over previous Prince of Persia games which allowed gamers to escape and essentially reset a fight.
In addition, you will not be able to use moves like the Grip Fall and your co-op jumping ability while in combat, but that certainly doesn’t mean the fights will lose their acrobatic feel. As you have likely seen in the previously released footage of the game, you will still be able to interact with your environment during a boss fight (as will the enemy), however your interactions will not mirror those available in exploration mode.
One example shows the Prince pushing a boss off a ledge causing him to plummet to his death. The interesting thing here, is that you can supposedly do this regardless of your enemies current health state. In other words, you could potentially maneuver a boss at full health towards a ledge and push him off for a quick win. No word as to how many encounters will feature environments that make this possible, but it’s definitively a nice treat.
In terms of attacks, the team describes melee and magic as the two major forms at your disposal. The sword being the main weapon for the Prince, capable of faster attack speeds, and greater damage when compared to Elika’s magical counterpart. The drawback to the sword is that it requires you to be within melee range, and can be countered as well as deflected by the enemy. Of course, you will be able to perform all those nasty damage dodging abilities too if you keep your eyes open and your reflexes sharp.
As stated above, Eleka’s attacks are based on magic, and while they can be utilized from a greater distance (which will likely prove to be key in certain battles), they take longer to perform and don’t do as much damage as the Prince’s sword.
What about the combat acrobatic maneuvers we promised? And to think I thought you would never ask. The action button, which is also used to perform acrobatic moves when out of combat, serves the same purpose in battle. It allows for a movement the developers describe as “quick steps”, which can be activated while in strafe mode. With this button, you will also be able to jump up onto your enemy as long as you are within melee attack range.
The last ability mentioned in the video utilizes the “Lift/Gauntlet” button, granting you the ability to launch your enemy into the air for a few quick juggle type combo hits. I’m not sure that I am completely in love with this one, as it would seem to take the edge off a more daunting enemy such as The Warrior. There is a chance that some bosses are immune to certain attacks, although they have yet to mention anything like that.
Prince of Persia Acrobatics Interview
Acrobatic Interview Highlights
The developers talk about the game’s “ingredients” in this segment, specifically referring to interactive objects in the game. Each object that you can utilize to make your way through world has been coined an ingredient. Hmmmm, maybe someone was baking a cake during one of their brainstorming sessions.
Regardless, “ingredients” are a key element in this installment of Prince of Persia, and it is worth noting that all of them, be it pole or ledges, will require the same gameplay mechanic in order to interact with them.
I’m all for this idea. It’s very possible that the goal was to simplify things, helping to make repetitive actions such as swinging and grabbing a ledge become second nature to the user. Gears of War did this well with their one button approach to most of the things you could do in their blockbuster game. Kudos Ubi, here’s to hoping it works as well as I’m envisioning it will.
With new gear, comes new moves, and even more responsibility. The Prince (as you may have seen) is sporting a new gauntlet on his hand, and that little puppy opened up the game like a — well, like something being opened up.
Grip Fall, the Prince’s new wall scraping ability, allows him to slowly lower himself from one point to another. Think nails on a chalkboard — a really really big chalkboard. The addition of this new ability, forced the developers to rethink how they looked at the level design, as this one move alone opened things up for a much more vertical type of environment.
Remember how I said jump, like three times in the intro? Yea, well here’s why. The game is going to feature ass-loads of jumping. More jumping than some Man Show Juggies on a trampoline. You chew on the video for a bit while I hit the head.
[writer away from keyboard - requests you watch the clip below]
[writer returns to keyboard and begins typing]
So yea, you’re going to have plenty of opportunities to jump your heart out. According to the developers, the “jump centric” controls are the backbone of their “jump anywhere philosophy”, allowing for single jumps, double jumps, and the occasionally sexy co-op jump.
So what is the next-gen version of Prince of Persia all about? Speed and rhythmic movement. Previous iterations of the game had acrobatics that were slower and more puzzle like, but those days are long behind us now. The new Prince is in town, and he’s got places to go.
Ubisoft’s Prince of Persia hits stores on December 2nd, 2008, and is available for the Xbox 360, PlayStation 3, and PC.











