Prince of Persia: The Lost Crown review
There’s something about a magic door.
Who could resist them?
I don’t know anyone who can.
Prince of Persia: The Lost Crownis a lot of things.
It’s a metroidvania so beautifully put together it almost feels like a Plantonic example of the form.
And it’s a game that really knows the value and impact of a magic door.
To wit: I’m in a kind of hub area, done up like a breezy Persian marketplace.
Is it a door?
Is it just a quirk of the lighting?
What’s going on here?
The Lost Crown is filled with moments like this.
Things quickly go wrong, as they tend to when cursed mountains enter the frame.
On that last point, The Lost Crown has a neat idea here.
Funny ledge you could’t reach?
Strange glowing block that doesn’t seem to make any sense?
I’ll be back when I know more.
It’s an attempt to cut down on the memory tax of these most memory-taxing of games.
I really like it.
In terms of combat and traversal and complex space, the game’s doing pretty well too.
Let’s take these things in order.
To put it another way, Sargon can walk, but that’s hardly the point here.
I loved being here.
Wall that needs to be exploded?
Grab and hold an explodey flower for the right moment.
And it’s always fun to just mess around with.
A range of difficulty modes are also included.
Some of the most interesting stuff here is left for side quests, too.
Side quests in a metroidvania!
To quote my good friend the Air Daschund: what a rush.
All that and the odd secret door.
A copy of Prince of Persia: The Lost Crown was provided for review by Ubisoft.