I think we can all agree there's that one old game of our personal choice that we think people give too much praise due to novelty (presentative quality or gimmicks) and not due to design. You'll hear the term "ahead of its time" a lot in the case of other games, but Prince of Persia fits exactly within the timeframe it was released and yet games still have a lot to learn from it.

There's two core tricks Prince of Persia has up its sleeve that make the retroactive "cinematic platformer" label go from an implication of novelty to a legitimate stroke of design genius. The first is the timer; throughout the entire runtime of Prince of Persia you are constantly fighting the clock to do anything and the entire game was built around this. The reason for the style of movement games like Oddworld would later go on to adopt was not just for the sake of realism alone, but because it makes sense within the confines of needing slow, careful movement that you have to constantly weigh the actual value of applying due to it constantly wasting your time with even the slightest misstep. This drastically changes the game as even grabbing health upgrades could be seen as "too risky" in terms of wasting your time as opposed to just rushing through. The second trick is that Prince of Persia is a game of logical consistency and learning, and not a game of actual precision or high difficulty. Prince of Persia is brutal not because its systems are that hard to master but because what you do and don't know defines everything. The game doesn't give you a single scrap of information so learning what you can and can't do really shakes up how you play it. This is obvious when it comes to things like level layouts with the timer, but the game constantly toys around with how it feeds you information. In Stage 3, you fight your first skeleton, there are not many of these across the game but they serve to teach the lesson of environmental awareness; they must be killed via environmental hazard, thus reinforcing the idea that your realistic movement is a logical consistency and enemies can be killed with the environment due to realistic limitations too; a major factor in late-game time management as enemies start taking longer and longer to kill normally. In Stage 7, you must make a tile fall from the ceiling to reach a new part of the labyrinth. This requires jumping up to bring the tile down as you hit against it, but an observant player will note that every other flimsy tile in the room shakes too when you jump, thus meaning you can pre-emptively spot falling tiles via jumping before you enter a room. In Stage 8, there are several screens you'll enter twice, first from the bottom going right and afterwards from the top going left. As you do this, it'll become apparent there are several guards on the upper side of the screen as you're coming in from the lower sector, and during the process you'll notice the guards shift directions based on where you run. This can become frustrating as often guards will just immediately ambush you when you're going through the screens on the upper sector, but in actuality, this can be avoided by simply using any movement abilities that just don't make noise. An extremely basic game mechanic, but relevant in that anything that might at first seem overtly gamey or archaic ends up being mostly a realistic extension of the mechanics at play, and this focus on knowledge coupled with the time turns Prince of Persia into a very different experience to anything else.

Prince of Persia is a game that wants you exploring its dungeons not just as gamey constructs but as things you need to evaluate and carefully move around while the clock constantly ticks out of your favor. There is a constant consideration going on of what actually is relevant to you and what isn't given the circumstances that mean wasting even a single second is a big deal, as you know you'll probably die further on ahead anyways and be struggling with what would otherwise be a short game because you just don't know the fundamentals of what's coming. This takes Prince of Persia from merely being a platformer into being something... different, it's not just about learning to pull off the tricks, it takes the form of a game that requires genuine problem-solving in a still retroactively unique way. Prince of Persia is a slow-burn as it wants you being completely attentive, and it left me hooked by the end. In spite of how old it is, finally reaching the Princess at the last minute still manages to be one of the more cinematic and memorable moments I've had in a game, and for anyone who wants to have something they can genuinely sink their teeth into without feeling like it was all for nothing, this is the game to play.

Reviewed on Mar 28, 2023


Comments