Prince of Persia: The Lost Crown is the return of the series in the style it all started, a sider-scroller but this time as an open-world Metroidvania. Here is our Prince of Persia: The Lost Crown Review.
The game was developed by Ubisoft Montpellier and published by Ubisoft, it was released on 18 January 2024, for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC. We want to thank Ubisoft for providing us with a key for the game.
A game like Prince of Persia: The Lost Crown is not something that you see every year, there are of course other Metroidvania’s out there, but at the scale like this, you just don’t see them anymore. While I’m not interested in the slightest in these games normally, I decided to give it a go due to it being Prince of Persia, a game series I loved as a kid during the PS2 days, and this game did not disappoint me.
The story is about Sargon, the youngest of the Immortals group, in the beginning as a tutorial you are tasked to stop invaders and take down their leader, but after celebrating this win, someone betrays you and kidnaps the prince. This will take you to a city where time doesn’t seem to be the way it normally is and weird stuff seems to happen to all the people in it.
The characters are all perfectly written, just like the side characters that you meet, and with the way this city works, the city is just as much a character as the actual characters are. While the city is long abandoned, it still feels full of life, but not always the life of the living. While rescuing the prince you traverse this massive city in the most bizarre ways with the powers you unlock, like a double jump, time dashes, and the environment like walls and poles that propel you further and higher.
The combat, while strange at first, feels so smooth and satisfying, especially when you truly get the hang of it. The parrying feels so good, when you parry a yellow hit it even does a cool mini cutscene where you truly feel how strong you are, and against bosses, it feels just so much better. The bosses also have an opposite of this where bosses can hit you with a hit like this, this gives the bosses so much more character and makes the bosses feel so much more powerful than they look.
Worldbuilding is something that is perfectly done in the game, it doesn’t start off throwing everything at you at once, but for some reason, there are some things that you can miss in the story that leave some gaps, but you can go back to them, it’s just a bit strange at times. There are multiple paths to go to some places where you just dont trigger some story bits or powers. At the same time, the backtracking in the game is very cool, but I miss some more fast travel points, especially because the world is so massive. I don’t complain often that a game is too big, but this game does suffer a tiny bit from it that can be fixed with some faster travel because there were plenty of times when I got a new power and wanted to explore an unexplored previous path but just didn’t due to the big travel times.
I absolutely loved the visuals, each character had their own feel and look and it instantly showed you what kind of character they were, from the main characters like the immortals to the shopkeepers. Even the collectibles were pretty clear on what they were and what it was for the most part. Some did get explained a bit later due to a specific store or side-quest, but the mystery of knowing it was something but not knowing what it was for, just added a bit more mystery to the game for me and kept me thinking.
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