Next, Alice appears on the horizon, running from her father's guards. The plot develops in front of us in the desert, where the prince loses his donkey due to a sandstorm. Throughout the game, we are accompanied by the prince's skillful handling of acrobatics: running on walls, dodging enemies in the style of a sports gymnast and many other skills with which you will have to befriend. She helped us get out after we got into a sandstorm, and now she constantly accompanies us. In the plot, we are presented with a new character - the girl Alice. The action takes place in Ancient Persia. The project combined a sufficient amount of parkour, combinations of blows and various plot twists with epic battles between the hero and the antagonist. Loop Fight of Life and Darkness if you need some air and light in your headphones, you won’t regret it.Adventure third-person action slasher - Prince of persia - introduces us to the events of the old games about the character in the territory of significant artifacts. Those optimistic, light aesthetics of the score make up for other flaws, though. The theme to me is one of the most recognizable in my 20 year gaming career. Some tracks sound like a filler which is a bummer, considering that the lyrical part is outstanding in its composition and implementation. Despite the undeniable and awe-inspiring beauty of the main theme that you can listen to endlessly in every possible arrangement, the soundtrack does not boast with as many successfully executed ideas, especially in the action department. Prince of Persia from 2008 is a mixed bag when it comes to music. This wouldn’t be a major issue in other games, but in an action packed game like this, the lack of more exciting tracks is a problem, especially when you consider Zur’s and Chatwood’s predisposition to make good action music in earlier games. Background music bases on warm, fairytale-ish flutes, zurna, strings and ethereal, ambient whooshing also outmatches action elements in my opinion. It’s not a thematic achievement, but some pieces stand out thanks to interesting stylizations like Ahryman’s music including male growling (not in a metal way). It returns here, but I don’t think it is a centrepiece of the score as this part seems a bit bland to me with only one track being memorable (yet not included on any of the limited and sparsely published editions of this soundtrack). Marching, orchestral music mixed with eastern percussion work was heard previously in PoP games. This design would be boring as hell was it not for the music. Then it is freed and you are made go through the level again to collect points to progress further. You walk through dark, corrupted version of a map, sometimes taking a stop to defeat an evil warrior, to heal it with your companion’s powers. Prince of Persia is a slow and repetitive process of unlocking new parts of the labyrinth that the game’s world is. What is however the best, is it’s implementation in the game design. ![]() No matter when and how many times you hear it, it always sound so powerfully light and full of life. Music follows suit and sounds as a good, old-fashioned score with a traditional approach, trying to convey a Middle-East fantasy feel through stylizations (and succeeding) and being led by an exceptionally good main theme that is heard throughout the game numerous times in various orchestrations. The music as well, but not entirely.Ģ008’s Prince of Persia is kept in a light fantasy-adventure film convention with simple fairytale story set in the Zoroastrian mythos, big budget, quick-paced action that sum up into an eye-candy journey spiced by a quirky, every-man rendition of the „Prince”. ![]() ![]() The game was received well and now kind of resides as a cult classic, mainly because of its strong art direction and the characters. The direction changed, including the artistic style (with so-called „chowder effect”), yet the composers remained the same and Ubisoft once more hired Inon Zur and Stuart Chatwood to compose the music. The production of 2008’s reboot took two years, the game’s structure was made to be way less linear, the 1vs20 fights became 1vs1 duels. In the times when Assassin’s Creed was not existing, Prince of Persia was one of the few mainstream videogames including impossible edge-of-the-seat acrobatics, wall climbing and cool sword-fight mechanics. How long did we have to wait for another Prince of Persia game after the Trilogy had ended? Less than 4 years.
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