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Video Games Today's Date:

PAX East 2010 Game Preview:
Prince of Persia: The Forgotten Sands

Coming in May...
It’s been over two decades, and that Prince of Persia is still leaping, climbing, hacking and slashing his way across the deserts of the Middle East.

Since its debut in 1989, the Prince of Persia franchise has undergone several reboots, retools, and a jump from 2D to 3D, the most recent being the beautiful, yet ultimately disappointing, cell-shaded Prince of Persia released in 2008.

While some people were satisfied to ogle the cell-shaded desert vistas (and the Prince’s fetching sidekick Elika), many gamers longed for the challenge, the puzzles, and the well-balanced combat of the most well-received 3D Prince of Persia game, The Sands of Time - and Ubisoft is looking to fulfill those wishes with Prince of Persia: The Forgotten Sands for Xbox 360, PS3 and PC.

Let's just pause a moment and gaze at Gemma Arterton...
With a May 18th release date conveniently timed to cash in on the Jake Gyllenhaal movie hype, Level Design Director Michael McIntyre and Animation Director Jan-Erik Sjovall brought an exclusive preview of the latest game to PAX East.

The Forgotten Sands (TFS) takes players back to the Sands of Time universe, shortly after the events of the first game. It’s clear from the preview that the game is trying to mimic the style of the original, with a similar art style, and a prince that’s more grounded and real than the tough-talking rogue of the last re-boot. Have they succeeded? Well, sorta...

After a standard “introduce the bad guys” cutscene, the developers quickly took us for a guided tour of one of the game’s main locations, the castle of the Prince’s brother. The castle and surrounding areas looked vast and incredibly detailed, thanks in part to TFS’ use of the same engine that powered the Assassin’s Creed games.

The tech was impressive, but the gameplay wasn’t all that striking. The Prince still has the power to stop time, as well as new elemental powers. While watching him leap from ledge to pillar to wall, taking time to swing around time-stopped columns of water, I couldn’t help but feel that it was all going a bit...slow. The levels in Sands of Time were constructed so that carefully practiced hands could make a dash from point A to point B that was simultaneously frantic and graceful.

Attendees making the Prince stand around...
Next we got a taste of the combat, with the Prince taking on hordes of his latest foe, an army of warriors made of magical sand. While the combat was fluid, and the Prince showcased some flashy sword moves, all of the enemies shown were of the lumber-toward-you-and-take-a-deliberate-swing-at-you variety.

The developers seemed to compensate for poor enemy intelligence with numbers, and while watching the Prince tear though crowds of hapless sand zombies was fun at first, I think combat versus a few skilled combatants would have been more fun to watch and ultimately, more fun to play.

And as soon as it began, the preview was over. While I wasn’t wowed by the demo, I bet that a lot of gamers are willing to give the game a chance based on the pedigree of the franchise. Ubisoft has more than a month to improve the game - will they squander the Prince’s goodwill with fans, or will this throwback win back the hearts and minds of the gaming public? We’ll find out on May 18th.

Jason Burke

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