Home » How Prince of Persia: The Lost Crown Builds on Rayman’s Platforming Legacy 

How Prince of Persia: The Lost Crown Builds on Rayman’s Platforming Legacy 

by Ethan Marley
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Prince of Persia: The Lost Crown launches tomorrow, January 18, for Xbox One, Xbox Series X|S, and PC, and is on the market now with a Ubisoft+ subscription or for purchasers of the Digital Deluxe Edition. Prince of Persia: The Lost Crown is an journey impressed by Persian mythology and the Metroidvania style, by which gamers step into the boots of Sargon – the youngest member of Persia’s most elite warriors, the Immortals – and courageous the hazards of the mysterious Mount Qaf on a journey to avoid wasting the kidnapped Prince Ghassan. Wielding acrobatic parkour talents, mystical time powers, and fluid, combo-driven sword expertise, Sargon discovers a world shattered by a time curse, the place he’ll battle sand zombies, screen-filling monsters, and even alternate variations of himself. 

Prince of Persia: The Lost Crown was developed by Ubisoft Montpellier, the studio behind Rayman Origins and Rayman Legends – and a few of these video games’ DNA persists in Sargon’s journey, notably in relation to platforming. Like Rayman and crew, Sargon has a sure rhythm and bounce to his actions that helps make exploration a blast, and plenty of his time is spent navigating deviously designed platforming sequences that dare gamers to string their method by means of gauntlets of spikes and traps with more and more much less room for error. To discover out extra about this connection, and the way Ubisoft Montpellier’s expertise on the Rayman video games helped form Prince of Persia: The Lost Crown, we spoke with Game Director Mounir Radi. 

Rayman Origins, Rayman Legends, and Prince of Persia: The Lost Crown are clearly very completely different video games, however is it honest to say the Rayman video games had been a place to begin or reference for The Lost Crown? 

For the platforming side, sure; not for the fight. Those two issues are fairly completely different, however for the platforming side, the stream, we’re speaking about how you can convey the load of your character and the musicality. When we’re speaking about degree design and the way in which you progress by means of ranges, I like to match Rayman and Prince of Persia to musical partitions, and that is the place we used our experience probably the most in mastering the stream of development. 

Some builders have a tendency to construct a sport earlier than a toy, and we took plenty of time to make a toy first. Before having Sargon and his animation, we labored with only a capsule. Sargon was, for one 12 months, a capsule – and sure, it was tremendous bizarre! But for those who set up a very good weight, a very good stream, and a very good really feel with the capsule first – after which carry the animation, the VFX, and the background, you’ll be able to improve this really feel in phases. If it’s the opposite method, you would possibly miss one thing.  

We took plenty of time after that to strive to determine how you can convey Sargon’s weight, and to consider his physicality. The weight, for me, is the entire thing, and we took plenty of time determining the lengths of particular animations to convey it – generally it was nearly one body. One body, I swear it! We had been like, “One body! No, take away this body!” We had been leaping, bouncing. And it was super-important, as a result of whereas this strategy is super-demanding, it pays off ultimately. 

Speaking of weight – what do it is advisable do otherwise to speak the load of a cartoon character like Rayman, versus a extra anime-inspired hero like Sargon? What must be completely different about how they transfer? 

You know, while you cope with a personality who has no arms and no legs, you aren’t uncovered to the uncanny valley. Your mind can settle for all the things; Rayman is utilizing his hair to fly, and that’s OK. But when you’re enjoying with Sargon, you’re in semi-reality. You predict particular issues from his actions. Sometimes you’ll be able to trick gamers, however it’s important to do it step-by-step, and use particular references that gamers could know, to allow them to settle for new issues.  

Sargon is an Immortal; he’s a part of a particular world-building logic. Even if it’s mythological, individuals have weight, so once we had been working with our animators and VFX crew, and even with the 3D fashions, we took plenty of time to seek out the appropriate stability. It’s throughout particular talents, like while you parry, when you’re utilizing fancy executions, and while you use your Athra Surge talents, that you simply attain the very best level of spectacularity, of superheroic capability. During this, we usher in these flashy colours, which is our option to point out that you simply simply unleashed a brilliant capacity, and also you carried out it the appropriate method – as a result of these will not be one thing you’ll be able to carry out with out a problem. To carry out an execution, it’s important to parry; to carry out an Athra Surge, it’s important to construct up your gauge. 

So we used combating video games as a reference, like Super Smash Bros. or Street Fighter, as a result of in these video games, there’s purity within the stability between every assault; one assault, one perform. That’s why there’s one button in Prince of Persia: The Lost Crown for attacking. 

Musicality within the Rayman video games and Prince of Persia: The Lost Crown is one thing you’ve spoken about beforehand, with the concept platforming has a transparent rhythm. How does that have an effect on the form the extent design takes? How do you discover a beat that works constantly?  

It’s about foreshadowing the trail for the gamers. We used the digicam to make sure that the trail is super-readable, and made certain that the blocking parts of degree design current a particular selection. Imagine that you simply’re on the bottom and it’s important to go upward; in some video games, you’d bounce 3 times to rise three ranges, so it’s hitting the identical button 3 times – pam, pam, pam! The identical button triggers the identical sound, the identical animation, the identical VFX. That may cause fatigue, and we tried to handle this fatigue – to carry brief notes, lengthy notes, and to ensure that gamers have the power to create a partition.  

Level design affords other ways to create completely different partitions, and it entails plenty of iteration, as a result of generally you will have friction.  Wwhen you see individuals being uncovered to a problem for the primary time, and you understand that they’re within the zone, and they can move the problem, that signifies that you bought it proper. That signifies that you took sufficient time to coach them earlier than, in order that they might soak up the mechanics – and that now, with their reflexes, they will predict the trail. They have the power to remain within the stream. 

One clear callback to the Rayman video games is the Xerxes Coins, which echo the Skull Coins in Rayman Origins and Legends. They float in midair near hazards that may typically be very difficult to navigate, and gamers needn’t solely to seize the cash, however to land safely with a view to declare them. Have the builders all the time had that affinity for this sort of very tight “splatforming,” or is it one thing that developed over time? 

It was proper from the start. When you’re speaking about exploration, persons are free to experiment with completely different talents on this world. So generally, when you will have a particular path and also you give gamers some instruments, you can’t management how they beat that path, even when there’s a particular problem. By providing them Xerxes challenges, we had been extra in management. We had been saying, “it’s important to beat it like this, to play it like this, with a view to play as supposed.” That was our option to get gamers to play particular notes in a spot the place they’re conscious of the composition. They can use the identical assaults, they will use the identical amulets, they will use the identical talents to progress, however once we use Xerxes challenges, we’re telling our gamers to play with these particular circumstances or parts. 

Prince of Persia: The Lost Crown has a number of superficial similarities with Rayman when it comes to fight – the texture of the aerial slam assaults, for instance – however The Lost Crown’s fight is rather more elaborate and responsive, in a method that’s uncommon even for Metroidvanias. How did that new strategy take form? 

First and foremost, earlier than even going into the Metroidvania style, we wished it to be a Prince of Persia sport. In Prince of Persia, while you enterprise into the world and struggle towards enemies, colliding with enemies is just not a hazard. In plenty of Metroidvanias, enemies are obstacles: for those who contact them, you’ll take successful. But that was not what we wished to realize right here, as a result of for me, Prince of Persia is about experimentation.  

In the earlier video games, and even within the Sands of Time trilogy, the choreographic side of the fight was animation-driven: You press a button, you execute an animation. Sometimes it’s a flowy animation and an execution, however there’s a stability between execution and spectacle. To make it possible for this new choreography is within the fingers of the participant, we wished to ensure that the sport is super-responsive. So the choreographic side is again, however now it’s the participant doing their very own choreography with the toolsets we give them. 

This is a brand new strategy, and one supposed for equity – but in addition as a result of if a participant makes use of a defensive mechanic like a parry, dodge, or perhaps a bounce, it may cancel any animation. And that was the start, as a result of that is much less a vertical strategy to sport design, and rather more of a horizontal strategy to sport design: Give them toolsets, amulets, and particular talents, and so they can compose their very own playstyle. I feel that’s a part of the legacy of Prince of Persia, of respecting gamers’ cleverness. This is authored gameplay, and gamers are free to compose, to create, to construct their very own choreography.  

Prince of Persia: The Lost Crown launches on January 18 for Xbox One, Xbox Series X|S, and PC – and gamers with a Ubisoft+ subscription, or who buy the Digital Deluxe Edition, can begin enjoying Sargon’s journey straight away. Secrets and hazard abound all through Mount Qaf – together with loads of alternatives to push your fight and platforming expertise to the restrict – so get able to discover, battle, and see simply how warped a time-cursed mountain citadel can turn into. 

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Prince of Persia The Lost Crown

UBISOFT



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$49.99


Pre-order to get an unique in-game Warrior Within outfit!

Dash into a trendy and thrilling action-adventure platformer set in a mythological Persian world the place the boundaries of time and house are yours to control. Play as Sargon and evolve from sword-wielding prodigy to extraordinary legend as you grasp acrobatic fight and unlock new Time Powers and distinctive tremendous talents.

UNLEASH YOUR INNER WARRIOR
Use your Time Powers, fight, and platforming expertise to carry out lethal combos and defeat time-corrupted enemies and mythological creatures.

LOSE YOURSELF IN THE PRODIGIOUS MOUNT QAF
Discover a cursed Persian-inspired world crammed with larger-than-life landmarks and discover a wide range of extremely detailed biomes, every with their very own identification, surprise, and hazard.

LIVE AN EPIC ADVENTURE
Immerse your self in a Persian mythological​ fantasy by means of an intriguing and authentic story as you employ your wits to unravel puzzles, discover hidden treasures, and full quests to be taught extra about this corrupted place.

This sport leverages Smart Delivery permitting entry to each the Xbox One title and the Xbox Series X|S title.

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