
Guest reviewer Adam Rosenberg resides in Prospect Heights, Brooklyn, where he slaves away daily as a contributing editor for UGO’s Gamesblog as his dog Loki looks on in bewilderment. In addition to the noble pursuit of video games, Adam enjoys spending time with fine film, finer food and his fine fiancée Bekah.
I’m not really sure the title “Prince of Persia” is relevant anymore. After all, in Ubisoft’s latest – a reboot of the trilogy started with Sands of Time – you play a wandering scoundrel: two parts Han Solo, two parts le Parkour founder David Belle and one part Indiana Jones. You could argue that the open-world, Middle Eastern-flavored surroundings might be situated in an ancient, fantasy-world version of Persia, but it just as easily might not be. But hey, that’s brand recognition for you.
Prince of Persia is a streamlined spectacle, lighter on challenge than previous series entries but also more visually appealing by several orders of magnitude, thanks to the face-lifted, cel-shaded art design. Meanwhile, the gameplay remains fundamentally unchanged; as the titular (not-)Prince, you’ll still be wall-running, column-groping and bar-swinging, all of it supplemented by increasingly frequent dalliances with magic.
But to be honest, there’s not much in the way of "game" in Prince of Persia. It is essentially a massive, player-guided Quick Time Event broken up by occasional displays of QTE-fueled swordplay.
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