Review

Prince Of Persia: The Lost Crown Review - Crowning Achievement

  • First Released Jan 15, 2024
    released
  • PS5

Prince of Persia boldly reinvents itself as a metroidvania, and it feels like it has found its new home.

Within its long history, Prince of Persia has always been better at leading than following. Its original trailblazing release in 1989 set a new standard for fluid animation and death-defying platforming, and the acclaimed Sands of Time was deservedly praised for its innovative parkour-inspired 3D traversal. Series entries that attempt to chase trends like the gritty Warrior Within, on the other hand, have been less than successful. Prince of Persia: The Lost Crown is the series' first attempt at a modernized metroidvania, which could have easily fallen into the category of competent imitators. But with impactful combat, silky platforming, and innovative exploration mechanics, this latest Prince of Persia makes the series a leader in its class once again.

Breaking with tradition, the eponymous prince in this case is not actually the player-character himself. Instead you play as Sargon, the youngest member of the Immortals--a sort of Persian royal guard by way of Avengers-like superheroes. When a member of your clan betrays the order by kidnapping the Prince and taking him to the mysterious and cursed Mount Qaf, the Immortals give chase to rescue him. The setting allows the story to pay homage to Persian mythology like the benevolent god Simurgh, but this is a very stylized take that doesn't seem concerned with meticulously setting itself at any specific point in history. It's a pastiche that blends history and mythology with hyper-stylized visual flourishes inspired by anime and comic books.

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Mount Qaf is an elaborate setting for The Lost Crown, encompassing ancient temples, catacombs, royal libraries, caverns, and more. It was once the heart of the kingdom but has fallen into disrepair following the death of the wise King Darius. And as a cursed mountain, the few remaining inhabitants talk as if they are living outside of the sequential flow of time, frequently referencing things that happened either too long ago, or not yet.

This narrative supports the three main pillars of gameplay: combat, platforming, and puzzle-solving. Mount Qaf is rife with monsters and the shambling remains of guards, and the lore establishes that it was built with death traps and puzzles to keep out invaders and protect the king. What's most striking about these pillars is that, while each of them are refined and essential pieces in themselves, the blend of all three together lets you flex different gameplay muscles as you switch from combat to platforming to puzzles at a brisk pace.

Combat is snappy and challenging, giving you a suite of attacks, dodges, and parries and then slowly peppering in new combat abilities, letting you find inventive ways to incorporate your traversal skills into your ever-expanding arsenal. The ability to create a shadow-copy that you can teleport to has obvious traversal implications, for example, but it also gets specialized combat functions as well. What begins as a fairly simple 1-2-3 timed combo system with some light parrying quickly turns into an acrobatic tour de force as you manage the battlefield with deadly grace. Boss battles are massive spectacles, ranging from chipping at enormous beasts to dueling formidable human foes with anime-inspired finishers to your special attacks. And hitting a perfect counter rewards you with not just damage, but the satisfaction of seeing a unique cinematic flourish that is tailored to each enemy.

Combat factors heavily into the equipment system, a necklace of amulets that let you customize Sargon to your liking in various ways, but primarily in the context of combat. You can expand the necklace with collectibles to equip more amulets, and I found it flexible enough to accommodate a wide array of playstyles, accenting your strengths and smoothing over your weaknesses. My own loadout ended up leaning heavily into maintaining a high health total with life regain through parries, and a bonus for attacking at full health. But another could focus on successful dodges, or getting bonuses out of special moves like a time bubble or shockwave.

Movement is similarly nuanced and natural. As you increase your abilities, you become more acrobatic and airborne until the point that you can clear a room while barely touching the ground. The platforming feels so natural, in fact, that it finds the elusive sweet spot of metroidvanias where you sometimes aren't sure if you need another ability, or if you can just get good enough to pull off a platforming challenge already.

The challenges rise to meet your newfound agility, with the regular appearance of breathless platforming rooms that require pitch-perfect timing to every nimble leap and dodge. I say the word "breathless" literally, as I would often find myself realizing I had unconsciously held my breath while making my way through one. Many of these are optional, with a hidden piece of specialized currency tucked in the toughest part of an area. That currency, called Xerxes, will fly back to its original location if you die and only becomes yours to keep if you make it through the challenge and successfully touch safe ground again, similar to the tough-as-nails platformer Celeste. It's too bad that these challenge coins have fairly limited utility in the game's economy, as they're mostly reserved for a single vendor with only a few appealing baubles.

The puzzles are the weakest of the three pillars, but only barely. They are primarily an extension of the platforming, because even once you know the solution, you'll often need to rely on precise timing and nimble reflexes to solve them. I never struggled with a solution enough to feel frustrated by not understanding it, but I did occasionally get annoyed when I had to repeatedly attempt to execute the solution I had already figured out.

All of this would be for nothing if exploring the location--the heart of any metroidvania--weren't fun and engaging on its own terms. But the setting is fantastic, with imaginative, varied biomes that look gorgeous and vibrant. From majestic man-made structures to earthy caverns accented with bright crystalline patterns and even a wrecked shipyard frozen in time, it's a constant joy to explore a new area, discover new powers, and re-explore to find hidden pockets that you left behind before. One section even seems directly inspired by Metroid Dread, introducing a looming, invincible enemy that hunts you.

No Caption Provided

And it's in this facet--the metroidvania exploration--that Prince of Persia: The Lost Crown finds the most room for innovation. Chief among these is Memory Shards, a reusable resource that maps a single button press to taking a screenshot of your current location and marking its location on your map. In a genre defined by constantly presenting you with areas you can't yet reach, this is an absolute game-changer. It emulates the feeling of drawing your own maps in the back of a game manual and taking notes on the symbols you see, but modernized and automated in a way that is clean and intuitive. You can expand your stock of Memory Shards by finding collectibles in the open world, letting the exploration aspect feed back into itself.

The Memory Shards system is helpful without feeling over-generous, which is true of many of The Lost Crown's quality-of-life features. Save points are marked by Wak-Wak trees, and you can see their ethereal, glowing trails as you get close to help subtly guide you toward them. A Guided option will point you in the right direction of your next story objective or let you know if a gate is closed off with your current abilities, but it doesn't hold your hand, so you still feel the joy of exploring. You can buy maps of new areas for a token price, but you can also simply abstain and explore to fill out the map yourself. The combat difficulty is similarly flexible, composed of recommended Rookie, Warrior, Hero, and Immortal difficulty settings, along with sliders for various combat elements. You can turn enemy damage or your own up or down, extend your parry and dodge timing, and more to your liking. All of it seems made to meet you where you are without compromising what makes it feel engaging and active.

All of this is in service of a story that has compelling characters and some interesting ideas, but often becomes too muddied for its own good. The supernatural setting of Mount Qaf lets the story imply a lot of mysterious questions without many clear answers about how time works here and what exactly is happening, so it often feels as if magic is being treated like a crutch. Sargon is a dynamic and relatable hero and the ultimate villain is sympathetic, but many of the tertiary characters are barely developed or even disappear almost entirely. And the writing is best in the moments when it's as hyper-stylized as the action, as opposed to those where it ventures into over-seriousness. I cared about these characters and I'd like to see more of them, but the plot itself was less compelling.

Prince of Persia: The Lost Crown is 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. 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. Nearly every part of Prince of Persia: The Lost Crown works so well, and the parts connect so seamlessly, that it feels as if the series has found its new genre home.

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The Good

  • Breathless platforming hits a sweet spot of finely-tuned challenges that feel achievable
  • Combat is fierce, quick, and impactful
  • The characters, especially the two leads, are compelling and sympathetic
  • Memory Shards system is a game-changer for the metroidvania genre
  • Lots of options make exploration and combat flexible to meet you where you are

The Bad

  • Some puzzles rely too much on perfect execution instead of thinking through a solution
  • The story is often muddy and uses magic as a crutch

About the Author

Steve completed the main quest of Prince of Persia: The Lost Crown in approximately 18 hours and plans to go back for every side quest and collectible he can. A review code was provided by the publisher.
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thorn3000

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tl'dr the game is awesome, but you need to chew thru the prologue

the game has a really crappy prologue and introduces a cast of pretty unlikeable stereotypical characters too quickly for you to care, that are supposed to check boxes as if a list - like one big brute guy, one stealth mysterious character, one woman, one old 'mentor' guy...basically its going by joseph cambells list for hero with a thousand faces with some diversity sprinkled in...its just boringly stereotypical, incl., the main hero being some orphan (like honestly how many mediums have done that one before? 500M?)...before I reached Mount Qaf where 97% of the game takes places I almost wanted to quit

but the game absolutely redeems itself, once the metroidvania or how I like to call it the 2d soulslike starts, it becomes the banger....the map is very large, the combat is adequately fluid and adequately challenging on impossible difficulty, the backdrops are gorgeous, the abilities are fun, the mobility itself is fun,. I love the different jumping animations...its just a damn joy to play...honestly the characters never evolved, in Qaf you meet more likeable and less stereotypical ones, the blacksmith is great, so is Fariba...the original troop unfortunately barely develops and just stays too stereotypical to like, but luckily interactions with them are kept to a minimum and you can instead enjoy exploration and fluid movement and powers

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zeemansingapore

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The demo was very uninteresting and nothing fantastic, hence I refuse to buy this game!

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Astrokidwell

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@wbrabbit@bffbomb per our convo last month this is the difference between a great game with a cultural tie and a game that is only being reviewed as great because of the cultural tie. Amazing game loved it. It's about having the review be if the game is good, not if it checks the diversity box.

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Wbrabbit

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@astrokidwell said:

@wbrabbit@bffbomb per our convo last month this is the difference between a great game with a cultural tie and a game that is only being reviewed as great because of the cultural tie. Amazing game loved it. It's about having the review be if the game is good, not if it checks the diversity box.

Sorry, I don't get on here a whole lot, I'd forgotten about that (getting up here a bit). You know, I'd never thought about it till we talked about that, but you're right. There are some games that do use that as a gimmick, and that's more offensive than not trying to be "diverse" at all. You can kind of tell which games it's just a natural part of the script and others that overdo it.

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Sound_Demon

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Edited By Sound_Demon

As someone who has part Persian ancestry, I can gladly skip this game as the blackifying of *my* culture won't be tolerated by me. I can't even "see myself" in this main character. Well done woke crowd, delete and undermine cultures.

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Starry_Notion

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Edited By Starry_Notion

@Sound_Demon: ROFL "as someone who has part Persian ancestry." Bro did Ancestry dot com, got 1%, and now it's his most used sentence. The majority of Persians have dark olive skin and dark hair, but I bet with people of your persuasion being objectively wrong doesn't matter one bit.

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Sound_Demon

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@Starry_Notion: "ROFL" no. One of my grandparents is persian. Olive skin... dark hair... oh reminds me of the previous prince... Current one? Not so much.

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gatsbythepig

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@Sound_Demon: I dated a girl from Iran. She referred to herself as Persian. She was trash

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deactivated-66fd6087c3e14

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@Sound_Demon: Ok but games are fantasy, most of them are for entertainment only it's not about you or your culture, artists that work on games like to combine different elements from cultures and mash them together to get maybe something original out of it. Touch some grass, it's just a game not a history lesson.

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JayDomK

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@silentmind: Besides, who can say for sure what the history was really like? It's just a game that depicts one version of history. I like playing it :)

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grammartroll195

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SUCH a good review until the very end. "Sands of Time" did NOT "bring the series into 3D. That game was released in 2003. The series was brought into 3D in 1999 with "Prince of Persia 3D."

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xXRorschachXx

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That first trailer looked great and after playing the demo I'm sold. I'll be buying it in the next couple of weeks. Glad to see Prince of Persia return to its 2D roots and still look and play great.

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Cybuster_88

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How about the sound? No touch on the voice acting or the soundtrack brought you by Gareth Coker.

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illegal_peanut

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Just finished the demo earlier today.

And I'm definitely buying this.

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Willy105

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Sounds fantastic! Ubisoft's 2D games have been incredible, so good to see this carrying the torch.

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ID0ntKn0w7

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Warrior Within was positively badass. They did try a little too hard with the metal asthetic, but when you heard that Godsmack tune you knew it was time to run like Hell. The graphics, combat, combos and platforming were all much more thoroughly sussed out than the original.

This looks like just another lame side-scroller. "Oh, but it's a metroidvania." Cool. Did you know you can do those in 3D as well?

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DoubleM-K

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I just tried the demo, it kinda sukcs... Not easy to figure out where to go (sometimes), and the gameplay feels like a mobile game..

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MushyWaffle

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No interest in side-scrollers. I can watch someone play them, but I get immensely bored with playing them.

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phatsanta

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@mushywaffle: what's wrong with you

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Baconstrip78

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@mushywaffle: I have to agree. I’m in my 40s and spent my childhood playing pittfall, kungfu, Mario, Metroid, etc.

It feels like the industry gets punished for moving forward though. New IPs fail before they can be iterated on, VR is pretty much dead, and instead everyone cries for reskins and remasters and indie and AAA companies get praised for 2d side scrollers and other retroware.

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Presidential

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Edited By Presidential

Sands of Time was a great game. I've watched some of the gameplay for this, and it looks decent. The character design and voice acting though, not so much.

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neometal89

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Didn't know persians had californya haircuts.

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Xikaryo

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Who really expected 2024 to kickoff with a new and actually great Prince of Persia game? Man, it’s cool to see Ubisoft actually making a good and charming game like this. The demo was great, feels extremely polished and the storytelling is nicely done.

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xtree

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GameSpot can review TV shows and movies but god forbid they do a video review on a GAME.

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mogan

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Edited By mogan  Moderator

@xtree: The video review is sitting on this page, between the second and third paragraphs of the review.

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xtree

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Edited By xtree

@mogan: I see it now my bad. I always remembered video reviews always had the video at the top before the written review.

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GalvatronType_R

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I downloaded and played the demo on Xbox, PS5, and Switch and it’s pretty decent. It runs well on all three platforms. But it is not a great looking game, the janky animations, low polygon character models, flat mostly static backgrounds, and no HDR10 makes this game feel cutrate and low budget.

I’ll pick it up on discount which won’t take long because Ubi games usually get rapidly discounted within 30 days of launch.

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illegal_peanut

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I knew this was going to be good from the first trailer.

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Pierce_Sparrow

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Edited By Pierce_Sparrow

The demo was a lot of fun so I am looking forward to playing it. I do have some nitpicks, like how picky some of the platforming is, but that seems to be a very common, modern trend. It's pretty frustrating to have a game intentionally designed so that your jumping abilities cause you to miss a platform by a millimeter on one side or the other. How hard is it to design it so that if you do a wall jump, or wall jump + dash, you land on the platform you're trying to get to? That's a minor critique though.

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Tiwill44

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Edited By Tiwill44

"but modernized and automated"

I think it's funny how games get praised when they automate things, yet AI gets slammed when it does that for real-life work. I have the complete opposite opinion. Probably since I enjoy playing video games and don't enjoy working.

I imagine it's the opposite for workaholics who barely have time to invest into games; they love when a game plays itself so they can go back to work faster. Interesting to think about.

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Probable

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@Tiwill44: Well I say screw Ai, robots and everything else that is taking human jobs. Would you be ok with Ai writing this review? Because in the future Ai could be telling us when to use the bathroom and how to breathe even. Could be telling us now but we just can't tell. I...........really need to stop smoking weed. I'm sorry. Thanks for reading.

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j3DiKNiGHtDAVE

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Edited By j3DiKNiGHtDAVE
@probable said:

@Tiwill44: Well I say screw Ai, robots and everything else that is taking human jobs. Would you be ok with Ai writing this review? Because in the future Ai could be telling us when to use the bathroom and how to breathe even. Could be telling us now but we just can't tell. I...........really need to stop smoking weed. I'm sorry. Thanks for reading.

LOL! Don't blame AI and robots... It's not the technologies fault. Place that blame squarely where it belongs, At the feet of the employers that implement it, in place of a person, just to not have to pay benefits, wages, and give breaks to someone.

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Tiwill44

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Edited By Tiwill44

@probable: But, out of curiosity, are you saying that because you enjoy work? Or out of fear of having no money. Or both. There's no wrong answer, I just find this topic fascinating.

As for AI reviews... there's probably a deep philosophical discussion to have around that. If a review is an opinion either way, does it really matter who wrote it? You either agree with it or you don't.

Unless you know the person and care about their thoughts on an intimate level, it doesn't really make much of a difference, right?

A review is information with bits of subjectivity sprinkled in. Ultimately, you should form your own opinion anyway. In that sense, as long as the objective information in an AI review is accurate, it's functionally the same thing as a normal review.

That said, there would be less to discuss, since the most interesting part of a review tends to be the opinion part, and an AI probably could never ethically have an opinion. If it did, the conversation would quickly become "who influenced the AI to think this way", and become less about the game. Then again, we get that even with normal reviews...

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deactivated-676d0be3d3464

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@Tiwill44: well, that was thoughtful. What a rarity these days. Gave me something to talk about in class.

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ItsNotA2Mer

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The gameplay looks tight. A nice surprise.

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