When it was released in 2003, Prince of Persia: The Sands of Time was a critical darling, praised for it’s intriguing story, ideas and fluid gameplay. Following weak sales, however, publisher Ubisoft took the series into the mainstream with ill-conceived ideas that upped the focus on combat, “toughened up” the once-lovable Prince, and added in a soundtrack by hard rock band, Godsmack. Needless to say, much of what was praised by critics was lost, and the series continued to have trouble finding an audience.
Three years after The Two Thrones, Ubisoft has wiped the slate clean and begun from scratch with a new Prince, new ideas,

Aside from clearing the lands of corruption by defeating the bosses of each area, the only other goal in the game is to collect light seeds. Unfortunately, the majority of these seeds can be found on the main paths of the game, which seems like a wasted opportunity to inspire exploration. Once collected, light seeds are then used to buy power-ups, of which there are four, and can be used on power plates strewn throughout the levels. These power-ups are similarly misused - two of them are merely glorified warp abilities, for example - but they serve to break up the gameplay, which is altogether too similar from level to level.

The world is presented in a cel-shaded style with realistic proportions, giving the game the sense of a storybook world brought to life, not unlike Capcom’s sumi-e styled game, Okami. The game is richly detailed and vibrant, both in areas tainted with corruption and the areas the Prince has already cleared. In fact, when Elika and the Prince do manage to clear an area, the changes in the world are so beautiful and dramatic that they serve as a great motivator to keep playing.
The sarcastic new Prince is a great addition to the game, and his growth as a character is believably told. Likewise, the

While the game is open-world in that it allows the player to choose which order to tackle the areas in, the gameplay is very structured and linear. The levels are connected but are still very segmented, leaving the desire for a more natural and interweaving design akin to Metroid or Castlevania. This choice does not fit in well with many other aspects of the game. The plot and characters, for the most part, become very static between the beginning and end sections of the game, as do the player’s abilities and the difficulty of the worlds.

In the end, it seems that Prince of Persia takes two steps forward, and one step back. While the game returns to a fantastical setting and places an emphasis on story and characters, the addition of an open-world format severely limits the game’s potential. The appearance of freedom just serves to contrast with the more linear aspects of the game. While entertaining, the Prince of Persia would be a lot more fun if only the developers would let you play it.