Prince of Persia
It's easy on the eyes, even if the watercolor visuals do occasionally
look like they were left out in the rain. The gameplay is
always diverting and
sometimes
exhilarating, and is served in very generous portions. The
kind of generous portions that leave me with sour acid in my throat,
like those under-flavored, under-heated scrambled eggs I always
over-consume at breakfast buffets. Even while I was entertained,
the experience of playing the game felt somehow hollow. I'm not sure I
can put my finger on why, but I'll
try.
Consider just one detail: the "light seeds" you're expected to run
around collecting. Within
the larger sadness that is video gaming, this strikes me as especially
sad. These abstract balls of denatured fluff are amazingly frank
about their own
meaninglessness. It's almost as if the game designers, like behavioral
scientists behind a one-way mirror, want to see if we'll still pursue
these things even with the usual disguise of gold coins or
jade
idols peeled away. The
pure essence of a reward
unit hangs
there in space, embarrassingly naked. The
eye-catching glimmer has been carefully separated from the
thing that once glimmered it. I
impulsively reach out to grab it, but open my hand to find it
empty. The scientists scribble their notes behind the glass.
It's a
Pavlovian trap--all bell and no dinner.
Then there's the design of the game world. To me it gave the impression
of a vast training facility or amusement park, certainly not a
plausible or living world once inhabited by actual people. The world
map is too symmetrical, too schematic. The same way
that faux plaster "ruins" might be arranged haphazardly around a
roller-coaster to lend it an ancient Persian theme, the world of the
game is too obviously custom-built to be the prince's personal
playground, only after the fact dressed up to look
like
incongruous floating chunks of tombs and palaces. Yes, I know: all
games are custom-built playgrounds. But for me, one of the chief
pleasures of the earlier Prince of Persia games (and the Tomb Raider
series among others) is the way in which landscape traversal puzzles
are intricately folded and hidden within plausible, if
exotic, landscapes.
As far as I know it's impossible to die in this game. If you miss a
jump, the teleporting princess warps to your location, grabs you, and
warps back to the last restart point. From a gameplay standpoint, this
isn't functionally much different from dying and immediately
reincarnating at the last restart point. But it drains a lot of the
excitement out of the narrative, because the main character floats in a
shimmering bubble of immunity, never in any danger and never risking
anything. I suppose you could make the case that the character doesn't know
he can't die; for all he knows the princess could botch the rescue on
the next jump. But this brings me to the matter of the prince's overall
attitude, as rendered by Nolan North in a bantering, nonchalant
performance that hardly ever varies in tone.
The whole Han Solo routine, grinning and shrugging in the face of
danger, might've worked if I believed the danger was real, because then
it would seem like a form of courage. But since the game world feels
like a playground already, and the gameplay promises that mommy
will always catch you if you fall, the prince's evident lack
of concern only confirms that it's all just a game for him. What's
that you say? I need to f*cking chill because it is just a game? That's the thing, though; it's supposed to be a game for me; it's not supposed to be a game for him.
Finally, the cleverly-constructed ending might've been hauntingly
effective had the story that came before it had any weight or the
characters any pathos. As it was, it felt to me like a good idea wasted.