Prince of Persia producer Ben Mattes has taken responsibility for the "no death" aspect of last year's game. Defending the franchise reboot against complaints that the game was too easy thanks to Elika being able to save you from any sort of death, Mattes did concede that he might have swung the pendulum a bit too far into "casual" territory.
"I guess I made the mistake of projecting my own attitudes," claimed Mattes. "I believed that, as a consumer base, the gaming industry had evolved to the point where they were punishing themselves for their failures… The idea with the Elika mechanic was [that] if you were a really good player, a single fall -- when she had to pull you up -- would be devastating thing because it ruined your perfect run.
"We can’t continue to punish players for not being super leet haxxors but we have to do enough of that so that the guys on NeoGAF [hardcore message board gamers] won’t sell the game back."
Brilliant. Now who was the genius that decided to try and do nearly everything in the game with one button so that the Prince didn't do what he was supposed to do 50% of the time? Quite frankly he's the one I'd like to punch in the balls for making PoP so much worse than previous games in the series.
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Quick! We must stop him from changing status quo so we can only get games that are all the same and that those "casual" abominations cannot play.
Definite good point. However, simply doing something different doesn't matter if you don't do it well. I personally didn't care much about the "no die" stuff, but Ubi's decision to put everything on one button simply failed.
I do agree that it should have been removed for fights though, seeing as they are generally pretty far apart.
but the controls were more than lacking - and actually the no-die aspect made up for it - because if hit A and the prince did something other than he was supposed to and you feel to your death - no wait - you dont die
I felt the no-die was a make up for sloppy game controls
I know early on I had a similar problem because I expected the controls to be similar to the older PoP games. For example, you used to need to manually shift your position on a pole after you jumped to it, but in the new PoP game you would automatically swing 180 degrees after you jump to a pole (presumably to make the transition from pole to pole more fluid). Once I realized that certain steps had been streamlined, the controls actually made a lot of sense and I thought it was an enjoyable game.
As far as the "no dying" feature, I never had a problem with it, and I never could understand how people thought it made the game any easier than being able to simply reverse time and undo a mistake.
Like the people above, i dont have a problem with being saved from falling, but i DO have a problem with being saved from everything the Boss does to me.
When people complained about the "no death" thing, I always wondered what they would have rathered to have. I "died" over 100 times in completing PoP (no xbox cheevo for me). I think I would have bothered to finish the game had I had to see a "you are dead: continue/quit" screen every time I mis-timed a jump or something.
They should take responsibility for a boring game and not something that doesn't have anything to do with it being good or bad..
Yes it can, all the enemy you kill aren't dead, they just teleport to prison.
Oh and the excuse of a final boss: terrible, all that build against a laughably easy boss.
@Wintersocks: Yeah, I hate boss fights that are just tedious rather than difficult.
The story, characters and gameplay however are complete and total balls.
Horrible piece of shit, that game.
As for the arguments about boss/enemy battles, I don't recall a whole hell of a lot of enemies in SoT either, and yet, everyone loved that game too. Besides, in this one, although you may be saved, every time Elika has to do it the boss recovers part of their life, so ulitimately you ARE punished for your mistake.
Simplistic in its button-pressing? Perhaps. But I think it also allows for plenty of mistakes on the gamer's part just as much as some more complex system. At least this way I'm not overstretching my palm across the controller to pull off a three-button jump/grab/angle leap. The game moves along well thanks to the simpler mechanic, and I still feel more than challenged by it.
I'm very pleased to have it in my collection alongside SoT and my original Mac version way back when.