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Every Metroidvania Should Steal This Prince Of Persia: The Lost Crown Feature

An elegant, one-button solution for keeping track of all the places you need to go back to is a game-changer for the metroidvania genre.

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Prince of Persia: The Lost Crown marks a bold reinvention for the series as a modern, AAA metroidvania. As the series' first attempt at the genre, it packs some smart new ideas, including some that other exploration-based games should learn from. Chief among these is Memory Shards, an elegantly simple idea that could (and should) be a game-changer for the genre.

In the Lost Crown, Memory Shards are a limited but reusable resource that assigns a single button press to taking a screenshot and pinning it to your map. Those who have played metroidvania games like Castlevania: Symphony of the Night or Metroid Dread know that a core part of the genre revolves around unlocking new abilities and then going back to previously explored areas to reach places you couldn't before. Memory Shards are an easy, intuitive way to keep track of doors you can't unlock and chasms you can't cross yet. And since it's stored as a screenshot, you can view the exact obstacle without any guesswork or unnecessary backtracking.

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Now Playing: Prince of Persia: The Lost Crown GameSpot Video Review

After you've gone back to re-explore an area marked with a Memory Shard, you can clear it from your map and get that back to mark another spot. You start with 10 Memory Shards but expand your inventory of them as you progress through the campaign. In my experience with the review, I always had at least a few spares, so the game seems to want you to have a healthy stock of shards at any time.

Prince of Persia: The Lost Crown is full of smart quality-of-life features, from a Guided mode to multiple difficulty sliders. All of them let you use them, or not, as much as you'd like. If you'd prefer an old-school metroidvania experience you can always simply choose not to engage with those systems. But Memory Shards are the one that stand out the most, because they're a eureka moment for the metroidvania genre--a discovery that should be copied by others looking to make their games more engaging and approachable.

"Prince of Persia: The Lost Crown feels like a sea change for the long-running series, and almost as dramatic a shift as Sands of Time was when it took the classic platformer series into 3D," says our Prince of Persia: The Lost crown review. "This new genre debut is so confident and impeccably crafted that this should simply be the identity of Prince of Persia for the foreseeable future."

Prince of Persia: The Lost Crown releases on Nintendo Switch, PS4, PS5, PC, Xbox One, and Xbox Series X|S on January 18, with early access on January 15 for those who purchase the deluxe edition or subscribe to Ubisoft+. A free demo is available now.

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Tiwill44

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Edited By Tiwill44

Don't consoles have built-in screenshot buttons these days? Seems kinda redundant to me, but it sounds like a good feature to have if you expect players to engage as little as possible with your game. Imagine caring so little about the game you're playing that you can't even be bothered to take notes on where to return. No longer do players have to form a memory of the game world in their heads or take notes, now the game is expected to do that for them.

Next, maybe all metroidvanias should add waypoint markers, and an accessibility mode for people with Alzheimer, turned on by default, so an arrow will constantly guide the player in case they can't be bothered to explore. That way, level designers and background artists won't even have to design memorable landmarks and a world worth remembering anymore; they can just have everything look the same and not worry about players forgetting where to go, since they'll have a built-in GPS.

Boy am I glad indie devs are free to do whatever they want, and not cater to the lowest common denominator while slowly eroding the point of a genre in the name of accessibility. And I'm glad metroidvanias are typically from indie studios these days, so they haven't yet become homogenized like shooters and third-person action games.

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MrWhalo

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@Tiwill44: I agree with a lot of what you’re saying, but even in the article it says they’re optional.

Some people like the hand holding.

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