Unkillable Cat
LEST WE FORGET
- Joined
- May 13, 2009
- Messages
- 28,571
Revisited Prince of Persia 2: The Shadow and the Flame, which I originally played and beat back in 1994 or thereabouts.
A direct sequel to the classic Prince of Persia, it does everything by the book in being bigger, better and newer... and yet fails somehow.
By far the biggest change from the prequel is how cinematic the gameplay becomes. At its core the gameplay of the two games is identical (save towards the end, but more on that later) but the level design takes a sharp turn. Each level in the original was a puzzle box of sorts, expanding level by level. Here the first level makes the game feel like a beat'em-up as the Prince must hastily escape a near endless horde of guards. No puzzles involved, just lots of swordfighting and the occasional jump. Each level is then followed by a short cutscene to add to the cinematics. 'Normal' gameplay doesn't return until the Prince finds himself in a cavern hideout, now seemingly abandoned (yet someone left the lights on).
The problems arise while in those caverns though. The quintessential timer is brought back, putting the Prince on the clock to save the princess again. Fair enough, except the Prince's escape from the caverns takes him... someplace. The ruins of a palace, it seems. For no discernible reason (a bush calling out to me in cinematic sequences doesn't count). It's also here that new gameplay elements are introduced in the form of new enemies and traps - and chief among them are the very VERY annoying floating heads. They take two hits to remove every health pip they have, but they take two health pips out of you with every bite. Lovely. It isn't until about 3/4 through these ruins that the reason for coming here reveals itself - nice as it is, it sadly also has no effect upon the plot itself, which is to save the princess in time.
And what does the (now literal) Prince of Persia do, with the minutes ticking down? He hops on a magic horse and rides to some temple, for some reason, to fight a fuckton of birdmen, only to reach a blue flame and... well, not gonna spoil it, but for a highly cinematic game, there's no explanation for the Prince's actions. I'm guessing the Prince needs this blue flame to be able to save the princess? How come the game couldn't tell me this?
Another sad fact I noticed at this point, is that the level design just becomes generic and bland and all-too familiar. Which really contrasts with the endgame, as after the temple the game jump-skips to the end to fight the endboss - and the game trips ballz here. M.C. Escher designed the final level after puffing on a hefty reefer. (To see what I mean, on the first screen of the final level don't go right, go down.) The boss fight is some strange moon logic-based affair involving brand-new gameplay mechanics that haven't even been explained by the game, and it all just feels so disjointed that I didn't even feel attached to the game anymore.
Those were my impressions then, and they're the same 30 years later. The game is sadly a massive disappointment, especially towards the end. It's still Prince of Persia though, so players can probably get some enjoyment out of it.
A direct sequel to the classic Prince of Persia, it does everything by the book in being bigger, better and newer... and yet fails somehow.
By far the biggest change from the prequel is how cinematic the gameplay becomes. At its core the gameplay of the two games is identical (save towards the end, but more on that later) but the level design takes a sharp turn. Each level in the original was a puzzle box of sorts, expanding level by level. Here the first level makes the game feel like a beat'em-up as the Prince must hastily escape a near endless horde of guards. No puzzles involved, just lots of swordfighting and the occasional jump. Each level is then followed by a short cutscene to add to the cinematics. 'Normal' gameplay doesn't return until the Prince finds himself in a cavern hideout, now seemingly abandoned (yet someone left the lights on).
The problems arise while in those caverns though. The quintessential timer is brought back, putting the Prince on the clock to save the princess again. Fair enough, except the Prince's escape from the caverns takes him... someplace. The ruins of a palace, it seems. For no discernible reason (a bush calling out to me in cinematic sequences doesn't count). It's also here that new gameplay elements are introduced in the form of new enemies and traps - and chief among them are the very VERY annoying floating heads. They take two hits to remove every health pip they have, but they take two health pips out of you with every bite. Lovely. It isn't until about 3/4 through these ruins that the reason for coming here reveals itself - nice as it is, it sadly also has no effect upon the plot itself, which is to save the princess in time.
And what does the (now literal) Prince of Persia do, with the minutes ticking down? He hops on a magic horse and rides to some temple, for some reason, to fight a fuckton of birdmen, only to reach a blue flame and... well, not gonna spoil it, but for a highly cinematic game, there's no explanation for the Prince's actions. I'm guessing the Prince needs this blue flame to be able to save the princess? How come the game couldn't tell me this?
Another sad fact I noticed at this point, is that the level design just becomes generic and bland and all-too familiar. Which really contrasts with the endgame, as after the temple the game jump-skips to the end to fight the endboss - and the game trips ballz here. M.C. Escher designed the final level after puffing on a hefty reefer. (To see what I mean, on the first screen of the final level don't go right, go down.) The boss fight is some strange moon logic-based affair involving brand-new gameplay mechanics that haven't even been explained by the game, and it all just feels so disjointed that I didn't even feel attached to the game anymore.
Those were my impressions then, and they're the same 30 years later. The game is sadly a massive disappointment, especially towards the end. It's still Prince of Persia though, so players can probably get some enjoyment out of it.