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Growing
up (and even today!) one of my very favorite books
to read was The Arabian Nights. The basic story of
Scheherazade keeping herself alive by telling
stories for 1001 nights kept me absolutely
spellbound. No piece of literature from anywhere
else in the world can match the suspense,
treachery, palace intrigue, and seductive qualities
of these tales. While today what most people are
exposed to from this great work are distorted
watered-down versions like Disney's movie Aladdin,
there is still an aura of mystery and fascination
surrounding this timeless epic.
Prince
of Persia: The Original Adventure, was originally
released in the late 1980s. Designed and programmed
by Jordan Mechner, it was a truly groundbreaking
game in terms of integrating detailed character
development, absorbing storyline, riveting
adventure, and smooth animated action sequences
(Jordan filmed his brother running and jumping to
help with the realism of the movement in the game).
In the game your romance with the Sultan's daughter
is interrupted by the evil Grand Vizier Jaffar, who
throws you in jail while telling the Princess that
she must marry him or die.
Prince
of Persia 2: The Shadow and the Flame, emerged in
the early 1990s and continued the high standards
set by its predecessor. In this sequel the villain
Jaffar took your identity and the Princess and cast
you out on the street as a beggar. While the number
of levels increased from 12 to 15, both games in
the series were characterized by running, jumping,
climbing, and sword fighting, with mazes, traps,
and puzzles galore along the way. These early
action-adventure games helped to define the genre
long before the emergence of recent successes such
as the Tomb Raider series.
Prince
of Persia 3D's story fits nicely with the tradition
begun by its predecessors. When King Assan, the
Sultan's jealous younger brother, finds out that
the Princess has gone off and married the Prince,
he is outraged because she was supposed to marry
his deformed son Rugnor. After the Prince and
Princess fall into a trap Assan has set for them,
the Prince receives a beating followed by dungeon
confinement and almost certain death. Meanwhile,
Rugnor carries the Princess far away to his
stronghold high in the mountains. The Prince must
then find a way to escape from prison and succeed
in a perilous quest to rescue the Princess from her
captors.
The
pace of computer technology basically was the
primary reason Prince of Persia fans had to wait so
long for the emergence of Prince of Persia 3D.
There had been discussions for some time among
those who participated in designing the original
Prince of Persia games about taking the story into
a 3D world, but, as the game's producer Andrew
Pedersen notes, "For a long time the technology was
pretty limiting and we didn't feel that we could
make the kind of product that would be a worthy
sequel." With the recent increases in the speed of
personal computers and the crucial spread of 3D
hardware video acceleration, he decided a team
could finally "do a real kick ass game with big
levels and real-looking characters while
maintaining a high frame rate." Many other series
have simply not had the patience to wait for
hardware and software sufficient for their vision
of the next installment.
Prince
of Persia 3D attempts to maintain the elements that
made the early Prince of Persia games so great and
take the gameplay into a 3D world. To ensure
continuity, Jordan Mechner co-authored the story
and is serving as a consultant throughout. Andrew
Pedersen explains that after spending "a great deal
of time looking at the previous versions trying to
get to the core elements that made them such great
games, we came away with four core values: fluid
animation, devious traps, personality of the
Prince, and combination of action and adventure."
Prince of Persia 3D thus consciously attempts to
advance the successful tradition of the game while
maintaining its essential flavor of the
original.
This
new incarnation utilizes the latest technology to
create a fully three-dimensional experience in
which you feel very much as if you were really in
the palaces engaging in the action yourself. You
see everything from a third-person point of view,
which is infinitely better for a game like this
than a first-person perspective because it gives
you a much wider view of your truly sumptuous
surroundings. Admirably resisting the lemming-like
tendency to include multiplayer support in every
game, Andrew Pedersen reports that at this point
the plan is for the initial release of Prince of
Persia 3D not to include a multiplayer mode so as
not "to compromise the single player experience" in
the highly story-driven game.
In
the development of this game, there was a conscious
attempt to avoid the pitfalls of many recent
action/adventure games. Pedersen mentions that he
has two gripes that annoy him about many of these
games: the characters' interaction with the
environment, in which "3rd person POV games have
pretty bad clipping and collision problems which
can be jarring and take you out of the experience";
and the camera logic, where "If the camera is fixed
the movement of the character appears rigid" and
"If you have real complex camera logic (meaning
lots of camera position choices) then the camera is
jumping all over the place and the game becomes
virtually unplayable." As a means of correcting the
clipping and collision deficiencies, Pedersen
states that, "We are trying to make the Prince move
and interact with the world in a believable way and
we have gone to great pains to avoid having limbs
stick through walls or characters pass through each
other." In remedying the camera problems, he slyly
remarks that, "We have some tricks up our sleeves
regarding the camera, but I don't want to tip my
hand just yet; but suffice it to say it's going to
be cool."
This
new version of this classic game is a true
action/adventure hybrid, with Pedersen estimating
that adventure constitutes 70% to 75% of the
gameplay and action 25% to 30%. Unlike the earlier
games in the series, Prince of Persia 3D has
hand-to-hand combat that includes not only frenzied
swordplay but also archery, with the bow-and-arrow
being a more strategic than tactical weapon. Many
recent games have faltered a bit when trying to
combine compelling adventure with rousing
hand-to-hand combat (for example, Redjack: Revenge
of the Brethren), but Prince of Persia 3D shows
every sign of knowing how to do this integration
perfectly.
The
designers paid great creative attention to the
weapons at the Prince's disposal for addressing
dilemmas faced in the game. For example, you can
use the bow and arrow to trigger an otherwise
unreachable switch, pick off a guard before you are
noticed, or even shoot an object to create a
diversion; and some arrows have magical properties,
such as the Arrow of Discord, which causes a
stricken enemy to start fighting with the next
closest enemy. Magical potions, which give the
Prince power-ups as well as improved health, can
cause him to change forms, like that of a bird. The
traditional sword comes in three forms -- scimitar
(broadsword), staff (longer range but slower) and
double blades (short range, but great for counter
striking) -- with all of the other close-range
combat weapons derived from these three types. It
is immediately apparent that you will need to think
carefully about what you use for what purpose
rather than just hack away at any obstacle in your
path.
In
the effort to make Prince of Persia 3D a truly
breakthrough experience, the developers did not
restrict themselves to incorporating the latest
software technologies. They actually hired a
weapons consultant to help them know how to animate
the use of period weaponry present in the game.
This choice seemed especially important because the
game places a premium on real sword fighting
techniques involving timing and precision, with
different fighting styles dependent on the choice
of weapon. The consultant helped them to
choreograph the combat scenes properly using live
participants so that the moves could then be
translated to the computer screen. I think the team
here deserves special applause for this unusual
move; how many games have you seen that use
authentic ancient weapons but have characters on
the screen wield them in fights in a totally
ridiculous way?
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