
The unnamed Prince gets his chance for another death-defying run in the
upcoming Prince of Persia (
PC,
Xbox 360,
PlayStation 3,
DS) title as
Ubisoft Montreal recently revealed the new plot behind the game as well as several new images of the Prince's new look.
Taken from French video game magazine o, the new Prince sports a similar look with another Ubisoft-made assassin (by the name of Altair), dressed up in a slightly different ensemble. Set after the
Sands of Time trilogy, the game itself is rendered in beautiful cel-shaded environments and takes place in a completely different period compared to the previously released titles.
The new hero is a prince who was a formerly a thief. He inadvertently unleashed the evil Ahriman god, trapped inside a box by his (Ahriman's) twin brother Ohrmazd. It is now up to the hero to restore the world affected by the evil god, similar to how Amaterasu restores color to the world in
Okami.
With the use of a claw-like glove, the Prince can slide along walls and make steep 45 degree angled leaps to make his way through the game. Gameplay will make use of dynamic camera angles popular with many 3D action titles nowadays.
You can expect a lot of the same action-packed fight scenes in this title as well just by looking at the images below, so make sure to come back here at QJ.NET for more updates on this upcoming title from Ubisoft. In the meantime, we hope you enjoy the eye candy we were able to collect below.

Meanwhile Neogaf forum poster Ether_Snake was also able
to translate some of the more gritty details of the new game. Here's the quick rundown of these tidbits in bullet time... er, bullet points:
- Prince feels Amano-inspired. Looks like a celluloid/animated
character (a bit like SFIV). The style itself is still in progress.
- Corrupted world needs to be healed.
- Story is much more "1001 Nights"-like, more fantasy, less grounded in
reality but instead more magical yet still credible, more poetic.
- Player must unleash light-wells to heal the corrupted world, which shoots light into the sky, reminiscent of SotC and Okami.
- The transformation of the world is in real-time, with plants growing
back to life as the world heals back and as the player can still move,
instead of a mere cutscene, sky changes back to its normal color, etc.,
to give a strong sense of control and success to the player.
- No more time rewind and such.
- They are no making a second Assassin's Creed, they are making a new PoP.
- Art style was difficult pass through the management, but they never refused it, and eventually loved it.
- Story specifically: Orhmaz and Arhiman, twin gods, one good one evil,
celestial battle, Orhmaz locks Arhiman away in a box which he hides
into an faraway oasis deep within a desert. Centuries pass, and comes a
troublesome thief (the prince) and Arhiman is freed somehow (not deep
explanation given). Prince must undo his mistake. This is what they
refer to as a more "1001 Nights" kind of story, like a fable.
- More open/organic environments. Has a Zelda-esque feel, old-school in themes.
- Bosses/player use backgrounds during fights (one shot shows an enemy
pushing the prince against a wall as if trying to choke him, or another
throwing him in the air).
- Game went through a few iterations; originally too open (felt big but
not enough to do), at one point it was more like Assassin as far as
open world (going where you want), but players would get lost and
wander aimlessly and dynamism suffered as a result. Now instead it is
more focused with a clear road, but multiple paths can be taken (free
to move from one map to another, back and forth, etc., more open than
previous PoPs).
- The demo map shown to the journalist, old of a few months, has been
scrapped design-wise because it was too Assassin-like, now it's more
fantasy design-wise.
- Game world is made of nodes connected by paths, and you can go from
one node to another as you wish (this is what they mean by less open,
but non-linear; you can see the paths, but you don't have to going from
A to B to C). The game adapts as a result (enemies from later visited
locations might be more difficult, etc., for example zone A might be
more difficult if you access it at the end, but if you accessed it at
the beginning then it is easier, even bosses, depending on what order
you fight them, adapt as such).
- Prince can slide along any walls using his glove. Game is as much vertical as horizontal.
- Prince has more possibilities of movement.
- Bosses inspired by MGS' boss quality; they are fewer but they have a
story, a reason to be, they leave more of an impression on the player.
Some are former nobles, sometimes acting against their will.
- They wondered if they should make just more enemies and try to do a
God of War game and try to beat it on its own ground, or go for
something different. They went with fewer enemies instead and a new
combat style. Combats are duels. You can see the expression on the
faces of the characters/bosses. Movement/action in fights is more like
Advent Children, more cinematic in presentation.
- 140 people working on it, more to come, people from many projects.