Prince Of Persia “Prodigy” Preview
Posted on 2008 under PC, PS3, Screenshots, gadgets, reviews, xbox360 |2 May

Prince of Persia creator Jordan Mechner has reportedly trademarked the name ‘Prince of Persia Prodigy’, fueling online talk that this could be the name of the next Prince title from Ubisoft. A new game is in the works at Ubisoft Montreal, and the trademark application was apparently made in Mechner’s name last week, according to Trademork. The filing appears to cover PCs and consoles, not to mention mobile and handheld platforms, although this could be standard legalese and perhaps doesn’t indicate potential launch platforms. More on this as Ubi let us in on the act. Though developers former, they promise us something absolutely new. Forget about the trilogy of Sand of Time, about antique Persia, the new part of Prince of Persia has no connection with the predecessors. If you were pleasant like in the childhood to a fairy tale about « One thousand and one night » then new Prince of Persia will be to you on customs. New game will be more fantastic than that we saw before. The plot of game is based on “Zoroasthric” myth about struggle of two gods of twins, Ohrmazd’е and Ahriman’е. The first wins the second internal struggle. Eventually Ohrmazd locks the brother in a box and hides him in bowels of fatally dangerous desert. Later centuries in these bowels casually get the pilferer, rejected society, for a long time he has forgotten about a word of love and happiness. The thief finds a box and release the captive. Having released Ahriman starts to terrorize the world, destroying all alive on the way. The thief accepted the responsibility for death of thousand alive essences tries to stop the malicious god and to pay back mankind for the mistakes. Before our eyes, the pity thief turns to the present prince, the savior of all mankind. Changes will concern not only a plot and concepts of the game, new Prince of Persia will present us new visual style, the schedule becomes more colorful and more underlined. Here that has told to us the Art Director of project Michael Labat in one of the interviews: « it is usual between sketches of artists and final 3D the result exists the certain side of changes, this time we have decided to transfer completely that is drawn by a hand of the artist in ours 3D virtual world. All models of characters, all structures for them are an exact copy of that our artists on a paper have drawn. The emphasis is put on virtuosity of the project instead of on its technical part. We have opened for ourselves an opportunity to allocate a visual part of the project, to make it more remembering, more outlined and we have decided to take advantage of it. Besides, we have included in style of game a highlight of the past, a certain contrast inherent Zeldo to similar games, the truth our world will be grow much dark.
As to characters, in their creation developers have been inspired by works of a Amano-dignity of period Final Fantasy II, it is especially visible in model of the Prince. Michael Labat has continued: « the Model of Prince is allocated from all environment, such stylistics are peculiar old anime. The drawn effect of the world has already found to itself a place in the world of videogames by means of such games as Okami. In the beginning of game, we will ship in dark, the died world, all around of us will cause only bitterness, yes grief. Gradually, taking place in a game, we will eradicate a harm and to return to the world a normal image. On the ground again will appear grass, and dark clouds covering heavens will leave away, opening a way to solar beams. Here that one of producers of game Ben Matts tells to us: « Transformation of the world will happen in real time for your eyes. These are changes of color contrast one of the most interesting innovations of game. The world will instantly follow your actions, color din will sharply vary from dark, gloomy to light and full a life how well it is possible to you will cope a different sort of dark sides. This innovation will present you of feeling of your interrelation with an environment, you will have a present sensation of the creator from which all depends in this world ». That it was easier to you to understand this system, I shall try to offer you one of examples of its action. You battle to the monster of game, around of you one heathland as soon as you kill the opponent, he falls on the ground causing the certain changes, for example, on that place on which he has fallen there will be a grass, florets, in reigns the sun. So behind step, you will destroy darkness and to bring in it the world light and pleasure. One more innovation, the open world becomes not less important. Yes, linearity in the past was one of parts of the gameplay, we passed by turns corridors filled by enemies, traps and other barrier, and finally reached the goal. The era of a next genaration however has come, in game the industries there were new standards and developers wish to correspond to them. Creative director of the project, Zhann-Kristof Gujot emphasizes: « We observed long years of changes of structure of this genre, we always studied in something and used the knowledge in our new projects. Before to begin development of this project, we should make of the decision, what freedom needs to be given our players not having damaged history and gameplay. Before to reach the necessary result, we have tested all. First there was a version with the huge open world, but it was beaten out from a rhythm peculiar by ours of series. It was somehow boring and not necessary. Further we tried to create simply huge quantity of various ways on which the player could follow. Eventually at us the combination of both versions which is closer to the first than to the second has turned out. Probably to founders of levels it brings not not enough headache, we shall receive a huge labyrinth of various ways which as before will have point of the beginning of events and a point of the end which we and will need to achieve. This, will lose the way there will be difficultly, unimportantly what direction we shall choose, on what branch we shall go, we on any shall come nearer to a desirable place. So linearity of the previous parts to some extent will disappear. Here that Ben Matts speaks: « you on former will have beginning and the end of a way. But our main task was increase in quantity of possible ways. Now the way will depend on you on which you will pass this game. On each of the road chosen by you, you are waited with the difficulties and barrier. In currents of passage of game, complexity of game will increase, traps everyone become more artful, and enemies all is more dangerous. Besides, at each of ways will be the bosses, certainly behind some exceptions.
Certainly plot of game will not suffer from it. Finally, all roads will lead you to the certain places where you the stage and a portion new waits next cut information concerning a plot. Though according to Jeanne-Cristopher Gujota of a cut-stage it not the main motive power of history of game. « We, in UbiSoft are avaricious enough on cut-stages. In our opinion the history is created by us in the game, we play the role of the savior, instead of we look at how for us it is made with scripts ». As to movements of our character and all of favourite acrobatics, them in game becomes even more. Ben Mattsa’s comment in this occasion the following: « Players will receive already old receptions familiar to them, but to them will be added and a lot of new. As we have added a plenty of various ways and levels in game, the hero should rise and go down often between levels for achievement of a ultimate goal. To rise, we have already learned in the previous parts, and here to fall it was necessary not often. That will go down on a level on below, our hero can use the new glove cautiously sliding on surfaces of a wall ». Whence at our hero a glove not clearly, but besides such effective releases, it will help him and with struggle against demons Ahriman’а, having offereds us some kinds of new attacks.
About demons it is necessary to talk separately. Designers of the project have tried to make huge amount of unique monsters, among them there are also bosses of all sizes, the some people would approach and for a role Kolosov Shadow Of The Colossus. Here that speaks Michael Labat about bosses of game: « Our main task was creation of interesting, unforgettable bosses. Bosses from Metal Gear Solid series had on us the big influence. They have a character, for them they 3D models really stand to the person. So, we have tried to find to each of bosses of game any own feature as design, and character. These personal features concern and to their attacks, methods of battle ». With some of bosses Prince it will be valid to conduct dialogue, he can can get with acquainted and learn about their past, however there will be also silent bosses, however their person it will be possible to find out and on other features. Zhann-Kristof Gujot tells: « Many of bosses are slaves Ahriman’а. They battle outside of the will, therefore the victory you will bring it(him) not death and freedom ». Fight games gives new experience and will bring again to us. Ben Matts tells: « We could not solve in any way what should be our fighting system. At first we wished to make something similar on God Of War only to increase thus amount of enemies. Then we tried to leave fighting system of the previous parts and to introduce in it something new. However anything from this has not approached for us. We wished to create something absolutely new, unique. Finally, we have directed the attention not to quantity of enemies, and on internal duels which occur at our hero to each of enemies. We have created a certain hybrid of fighting system Soul Calibur and first part POP. Now each of characters will battle not worse you. Now each battle will be will be allocated, as something especial. It is necessary to you studies to battle to enemies and to adapt to their attacks. To each of them you will find the most convenient approach. We long worked above a choreography and statement of fights. Now all becomes more cinematic. At you it will give that impression, that you participate in one of fighting stages Advent Children.
The rhythm of new game, changes in some times will increase. With it to them will help new acrobatic movement, statement of chambers and behaviour of enemies. We shall receive the best from old POP and something new more skilful and artistic unique from new. Now process of development of game goes at full speed. As date of release comes nearer to a team of developers it is necessary to increase the a contingent and work with no putted hands down. Now the team totals are 140 developers, besides this the team waits for new updating from developers just finished works above Assassins’s Creed and Rainbow Six. Clearly, that for Ubisoft Montreal new part Prince of Persia now is the prioritiest project in which they always put all talent and soul. The attention which is given by employees Ubi to all details of game really amazes. The beauty of the new project and the promised innovations make new part of POP of one of the most appetizing games of this year. I do not know as at you, but my list of expected games has replenished with one more known project.


by Prince Of Persia “Prodigy” Preview | Try New Shit, on May 2 2008 @ 8:46 pm
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