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Prince of Persia has been an odd game franchise over the years.
Jordan Mechner's original, released in 1989 on the 8-Bit Apple II,
has spread over every format in existence. For most it has been
a classic puzzle and action adventure. To others (myself included),
they were games that caused much frustration. I always felt that
deaths were too often due to stupid mistakes and falling down one
of the many holes that take up the majority of the levels. This
problem was solved with the 'reverse time' element of Prince
of Persia: The Sands of Time. I rejoiced that all those stupid,
stupid mistakes that I would inevitably make could now be rectified!
Now this action is brought to your PSP in Prince of Persia: Revelations.
Revelations
isn't a new game, but more an updated version of Prince
of Persia: Warrior Within. Though this was a good game, it's
not the best of the recent trilogy (The Sands of Time, Warrior Within,
The Two Thrones) and at times you feel they should have created
an original title for the PSP, or at least started with The Sand
of Times, to allow the whole trilogy to be released. The story begins
a few years after The Sands of Time. The Prince has returned home,
only to be haunted by a creature hell bent on his destruction. Seeking
counsel from an old mystic, the Prince is told that his actions
have created The Dahaka, an incarnation of Fate, and there is now
a rift in the timeline. The Prince must travel across lands and
through time to recover the Sands of Time and defy his predicted
death in the process.
When
you first start playing, you will be blown away by the visuals.
The cut scenes have a beautiful cinematic quality to them and could
be watched on their own merits as a short film - the option to watch
them separately in this way would have been a nice extra, as they
truly are the highlight of the game. However, on the move it's difficult
to view things; in fact, for the majority of the game, the moody
palette used is so somber that any change in the lighting causes
the action to be almost indiscernible. This can be a real pain if
you're in the middle of a battle or playing through a tricky section.
The
controls are reasonably easy to use and they're explained as you
go along, but still take some getting used to. These range from
simple combat to fantastic jumping and walking along walls. The
combos are explained in the first level as you use them to take
out a number of opponents; however, it is difficult to remember
what each combination does and so this can be a little hit and miss.
It can be annoying if you are fighting a multitude of enemies and
your combo only ends with a stun rather than a kill and needs to
be repeated again and again. Though when those killer blows hit,
they are spectacular. At times it feels like you are playing Tekken,
as you flow several hits in succession with your sword before ending
with a bone-crushing throw or death. Although it takes extra time,
if you are able to execute the opponent while they are down then
you are presented with a gruesome 'sword through the torso' cut
scene that could have easily have come from the last Mortal
Kombat game. The integration of movement into the combos, such
as being able to swing around poles or kick a number of opponents
as a lead into a combo and then execution is so much fun, and it
reminds me of playing the Sega classic Streets of Rage.
While
fighting the armies of enemies can be a lot of fun, the bosses,
on the other hand, are horribly difficult and frustrating. In fact,
there is a boss on the opening level who I needed six attempts to
kill, and this really didn't help ease me into the game. (I was
in Easy mode, too!) As you progress, there never seems to be any
logical way to beat these bosses, as you would expect; in most games
there usually comes a point where a weakness is shown (e.g. the
boss takes a second to gloat while you take your shot) and this
would at least give you an idea of how to proceed. However, to defeat
these bosses you're stuck with guesswork as you try numerous suicidal
attacks, before getting lucky. The cumulative result of this is
that I got tired of having to restart the level or load the last
save over and over again, and it really affected my enjoyment of
the game as I continued to play.
Once
I got to grips with the gameplay, I had so much fun with all the
different combos and fighting weapons on offer. I loved the PS2
games and I am glad to see most of the fancy movement elements brought
to the PSP too. When the first new Prince of Persia game was released
in 2003, one of its finest features was the fluidity of the movement
in relation to the levels. Unlike other games (like Zelda)
that are limited to basic movement, the Prince can run, jump and
even walk along walls for a short time. This remains an excellent
feature that makes for fantastically satisfying gameplay, as you
traverse the immense levels in double-quick time, leaping across
gaps, running along walls and jumping to the next ledge, sliding
down pillars, swinging on poles and a host of other nifty moves.
Not
for the PSP though! When it comes to the PSP, the phrase, "Aww bless,
at least it's trying!" comes to mind. It is unable to emulate the
PS2 and if you attempt to run through the level, you may as well
resign yourself to a blurred screen, a quick death and (if you're
lucky) a restart. The poor PSP seems unable to cope with this amount
of action going on. The graphics become blurred and walking along
walls is an impossible task, as you are never able to make out whether
what you are aiming to reach is a ledge or a shadow. This takes
away a vital ingredient of the game, namely fluid movement. The
inability to navigate several areas by jumping from place to place
and actually finish the level makes the game impossible to play,
and completion should be met with a Knighthood instantly.
There
are a number of technical glitches that arise every now and again.
Though many have used this as an excuse to bash the game, I never
experienced them too often to be all that distracting. When they
do kick in you have the choice of waiting for the screen to calm
down or just restarting. Yes, it is almost like the PSP is having
a fit and needs a milky-pop to calm it down. The load times are
not excessive and I have experienced worse on the PSP, so at least
the game makes up for it by allowing you to fast-forward through
the cut scenes. However, this game is far, far, far, far too hard!
The puzzles swing between being so mind-numbingly difficult that
they make you want to give up, or so ridiculously simplistic that
they're a little insulting. I only completed the game once, and
though I enjoyed most of it, I did not feel any impulse to play
through again. Despite the numerous unlockable pictures available,
I did not have any desire to find and collect them all, as I did
for the trophies in Super
Smash Bros Melee.
The
biggest problem with Prince of Persia: Revelations is that it has
no longevity once you've completed the admittedly lengthy adventure
through once. It has some great graphics and sound, and indeed the
gameplay can be very satisfying (apart from the overly hard, frustrating
elements I've mentioned), but once you've played through it, you're
done. Because of this, Prince of Persia: Revelations is a game that
is ideally suited for rental, so you can decide whether or not it's
worth adding to your collection permanently. After all, there are
no Sands of Time for getting a refund at your local game store once
seven days have passed!
Reviewed by David Simpson for AceGamez (All Rights Reserved).

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