
Prince of Persia®
A cel-shaded open-world platformer that splits opinion right down the middle: fluid, gorgeous, and story-driven on one side, and almost frictionlessly easy on the other. Worth knowing which camp you're in before you buy.
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About Prince of Persia®
I went into this one expecting a mid-tier 2008 action game held together by nostalgia. What I found instead was one of the most stylistically confident action-adventure games Ubisoft has ever shipped, a title that still divides people precisely because it refuses to be what its predecessors were. The setup is a clean-slate reboot with no connection to the Sands of Time trilogy. You play as a nameless, wisecracking drifter who stumbles into a corrupted ancient kingdom and pairs up with Elika, an Ahura princess with light-based magic powers. Your shared goal is to parkour across a continuous open world, reaching Fertile Grounds and cleansing them of Ahriman's Corruption, a creeping dark mass that coats the land and claims it zone by zone. The world is non-linear from the start: you pick which region to tackle and in what order, collecting Light Seeds to unlock new abilities for Elika that open up previously blocked traversal routes. It has clear Metroidvania bones under its action-adventure skin. The traversal is where the game genuinely shines. The control scheme is streamlined to the point of feeling automatic: run at a wall and the Prince scales it, time a jump loosely and he lands it, miss entirely and Elika catches you. Critics in 2008 called this a flaw; looking at it now, it reads more like forward-thinking design. The rhythm of movement through a fully connected world with no load screens is genuinely hypnotic. Combat, though, is where the game creaks. Fights are one-on-one affairs using four options: sword, gauntlet throw, Elika's magic attack, and an acrobatic flip. The problem is that tougher enemies trigger quick-time events every few hits, and those QTEs interrupt the same fluid momentum the traversal works so hard to build. There are only a handful of recurring boss characters to fight across the whole game, and the repetition becomes noticeable well before the credits. The story holds up better than you might expect from a 2008 action game. Elika and the Prince have genuine chemistry, carried by optional banter you can trigger mid-traversal. The ending is the game's boldest swing: subversive in a way that was rare for AAA releases at the time, and still quietly talked about by players who finished it. The cel-shaded art style, drawing comparisons to Okami at launch, has aged remarkably well. The PC version launched without DRM, which was unusual for Ubisoft at the time, though it does come with known Steam overlay input bugs worth checking a fix guide for before you start. Note also that the Epilogue DLC was never released on PC, console only, so the story ends where the base game leaves it. This is a game for players who want atmosphere, story, and the feel of effortless movement above all else. If your priority is challenge, tight combat, or mechanical depth, it will feel hollow within two hours. But if you want a 10-to-15-hour adventure that looks like a watercolor painting, has one of the better AI companions in the genre, and sticks its ending in a way few games dared to at the time, this cult classic absolutely earns a look. Alex, Scout Team
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Game Info
- Developer
- Ubisoft Montreal
- Publisher
- Ubisoft
- Release Date
- Dec 10, 2008



