![]() Or you can speed yourself up and dash through hazards. For example, you can create a shadow marker and rewind back to it, and so you can pull yourself out of danger at the last moment. ![]() In traditional form for Prince of Persia, you have the power to manipulate time. Also it’s very important when you come back to have the ability to pass through a fight easily and to access treasures that were not accessible previously.” “The very important thing in this kind of structure is the empowerment of the player. “We have a lot of rewards and shortcuts that we tease the player to come back with new abilities,” says Pic of the Metroidvania structure. It seems, then, that The Lost Crown aims to allow players to solve situations in a variety of ways. Ubisoft has used the term ‘black box’ during development of the Assassin’s Creed series, and it refers to the mission structure first seen in Unity in which an assassination could be approached in several different ways. “Our purpose was to capture this feeling of isolation,” says Radi. And we have a lot of gameplay sequences that are cameos to the first Prince of Persia.”įor the Metroidvania elements, Ubisoft wanted to pull on all the classics of the genre: an interconnected map, challenging combat, and powers that unlock new opportunities. “But also, like in the first Prince of Persia, some places with a lot of traps, and small corridors with traps, and things that are sometimes difficult to anticipate. “Players who played the original game will find in some areas this feeling of the Arabian Nights, with big palace, open areas and with nice landscapes, and everything,” says Pic. Without forgetting what the 3D episodes had built, because it is super important to respect each episode.” The very important thing in this kind of structure is the empowerment of the player. “Because there's a lot of signatures, trap sequences, movements, etc. “We tried to go back to the roots of the series,” explains Mounir Radi, game director on The Lost Crown. The gameplay pays homage to both the 1989 original Prince of Persia and the beloved Sands of Time trilogy, and blends those elements with the core concepts of Metroidvania games. It’s not just the visuals that combine ideas from different genres. And allied that with more modern inspiration and references.” “Our own formula, I can say, is to get some strong inspiration and references from the mythological Persia, from history, which is a bit unknown,” he says. We are fans and we wanted to put that into the universe of Prince of Persia.” And this is really an act of love of fans. “We love modern pop culture, we love anime,” says art director Jean-Christophe Alessandri. When those special camera moves trigger, the world switches colour palette from a stylish-but-traditional middle eastern swatch to a bold, vibrant, anime-inspired design.
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