Prince of Persia Prodigy - "Next-Gen" Graphics Redeemed
#3
DVD Talk Hero
I see your "holy shit!" and raise you a "Eh. Looks nice but nothing revolutionary, but would love new PoP (PoP). And Next-Gen graphics were redeemed when Kameo came out".
#4
DVD Talk Hall of Fame
that looks awesome. i assume it's coming for the PS3?
#7
DVD Talk Limited Edition
Ba.
#9
DVD Talk Hero
Originally Posted by starseed1981
Is that cel shaded?
The 4th pic looks like a sketch, the others look like they could very well be game engine based.
Last edited by RichC2; 05-22-08 at 10:21 AM.
#12
DVD Talk Hero
Originally Posted by Michael Corvin
I don't even know what that is supposed to mean.
#16
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http://www.eurogamer.net/article.php?article_id=134937
I personally hate the cel-shaded graphics, but I love PoP so I will still play it. Looks like this could be another "Warrior Within". WW alienated fans with its hardcore goth look, and "Prodigy" could do the same with its cel-shading.
The one-on-one swordfighting duels sounds awesome. I hope it is similar to the old school PoP. I loved the duels in that.
Joypad magazine - the French Edge - has published the first preview of the next Prince of Persia, just announced by Ubisoft.
The game will be coming to PC, PS3 and 360 this year and is being developed by the original Prince of Persia: Sands of Time team at Ubisoft Montreal. It features cel-shaded graphics, and scraps the Sands of Time rewind powers. The gameplay centres on healing a corrupted world in the style of Okami, Shadow of the Colossus or The Legend of Zelda: Twilight Princess.
Joypad's preview shows striking images of the game's "illustrative" visual style - a subtle and highly detailed take on cel-shading - and the new Prince, a colourful vagabond swathed in scarves. He wouldn't look out of place in a Final Fantasy game, the article's author points out.
Creative director Jean-Christophe Guyot told Joypad that the aim was to create a more fantastical game and "more poetic vision" than the Sands of Time trilogy, with which it shares no connection. "The previous trilogy mixed the Arabian Nights in with historical Persia," he said (in French, so please excuse our rough translation). "We decided we'd prefer to return to the tales of the Thousand and One Nights for something more colourful."
The move caused some consternation with Ubisoft management, he explained, although they never opposed it. "They knew we weren't going to make a second Assassin's Creed," he said. "However, they did raise their eyebrows a bit at the new, stylised artistic direction. They were worried the Americans wouldn't like it. There were many discussions, but they never said no to us."
Guyot said the style was "Zelda-esque, old school, with very contrasting levels". The settings will be more open and organic than in previous games.
The game's plot draws on a Zoroastrian myth: the war between good and evil gods (and twins) Ohrmazd and Ahriman. Ohrmazd wins and imprisons his brother in a box hidden in an oasis. But Ahriman is freed by an unwitting thief centuries later, and remakes the world in his image, corrupting all living beings. It falls to the thief to undo his actions and return colour to the world, and in so doing he turns from robber into the titular Prince.
He heals the land by killing boss guardians, in the style of Shadow of the Colossus or Twilight Princess, and unleashing the power of the light-wells they guard. The land is then transformed in real-time - unlike Okami's cut-scenes - with grass growing and lighting and colour changing dynamically as the Prince moves through the world.
Although combat is still an important part of the game, enemies will be much less numerous and more vicious. The emphasis is on one-on-one swordfighting duels, with a very dynamic camera. It's described as being more Soul Calibur than God of War.
Platforming has been less drastically altered, with the major addition being a spiked glove that the Prince can use to slide along, and jump from, vertical surfaces. The sands of time powers have been removed due to overuse - "the concept has been so used and copied, we had to move on to something else, put it to one side" - although a still-secret "something" will take their place and fulfill some of the same functions.
Structurally, the game will be a mix of open-ended and linear. The Prince is free to explore the world map and take on challenges in whatever order he wants - dynamic settings taking care of the difficulty curve - but each challenge will be a fairly linear assault course, maximising fluidity and acrobatics, and ending in a boss confrontation. The developers are hoping the bosses will have some of the strong personality of Metal Gear Solid's.
As a fresh start for the Prince of Persia series, it all sounds very promising. Look out for more details from the UbiDays event on the 28th and 29th of May.
The game will be coming to PC, PS3 and 360 this year and is being developed by the original Prince of Persia: Sands of Time team at Ubisoft Montreal. It features cel-shaded graphics, and scraps the Sands of Time rewind powers. The gameplay centres on healing a corrupted world in the style of Okami, Shadow of the Colossus or The Legend of Zelda: Twilight Princess.
Joypad's preview shows striking images of the game's "illustrative" visual style - a subtle and highly detailed take on cel-shading - and the new Prince, a colourful vagabond swathed in scarves. He wouldn't look out of place in a Final Fantasy game, the article's author points out.
Creative director Jean-Christophe Guyot told Joypad that the aim was to create a more fantastical game and "more poetic vision" than the Sands of Time trilogy, with which it shares no connection. "The previous trilogy mixed the Arabian Nights in with historical Persia," he said (in French, so please excuse our rough translation). "We decided we'd prefer to return to the tales of the Thousand and One Nights for something more colourful."
The move caused some consternation with Ubisoft management, he explained, although they never opposed it. "They knew we weren't going to make a second Assassin's Creed," he said. "However, they did raise their eyebrows a bit at the new, stylised artistic direction. They were worried the Americans wouldn't like it. There were many discussions, but they never said no to us."
Guyot said the style was "Zelda-esque, old school, with very contrasting levels". The settings will be more open and organic than in previous games.
The game's plot draws on a Zoroastrian myth: the war between good and evil gods (and twins) Ohrmazd and Ahriman. Ohrmazd wins and imprisons his brother in a box hidden in an oasis. But Ahriman is freed by an unwitting thief centuries later, and remakes the world in his image, corrupting all living beings. It falls to the thief to undo his actions and return colour to the world, and in so doing he turns from robber into the titular Prince.
He heals the land by killing boss guardians, in the style of Shadow of the Colossus or Twilight Princess, and unleashing the power of the light-wells they guard. The land is then transformed in real-time - unlike Okami's cut-scenes - with grass growing and lighting and colour changing dynamically as the Prince moves through the world.
Although combat is still an important part of the game, enemies will be much less numerous and more vicious. The emphasis is on one-on-one swordfighting duels, with a very dynamic camera. It's described as being more Soul Calibur than God of War.
Platforming has been less drastically altered, with the major addition being a spiked glove that the Prince can use to slide along, and jump from, vertical surfaces. The sands of time powers have been removed due to overuse - "the concept has been so used and copied, we had to move on to something else, put it to one side" - although a still-secret "something" will take their place and fulfill some of the same functions.
Structurally, the game will be a mix of open-ended and linear. The Prince is free to explore the world map and take on challenges in whatever order he wants - dynamic settings taking care of the difficulty curve - but each challenge will be a fairly linear assault course, maximising fluidity and acrobatics, and ending in a boss confrontation. The developers are hoping the bosses will have some of the strong personality of Metal Gear Solid's.
As a fresh start for the Prince of Persia series, it all sounds very promising. Look out for more details from the UbiDays event on the 28th and 29th of May.
The one-on-one swordfighting duels sounds awesome. I hope it is similar to the old school PoP. I loved the duels in that.
#18
DVD Talk Legend
I think it looks great myself. As a kid growing up playing games and watching cartoons, I hoped for the days when i could PLAY a cartoon. And the first time I saw Dragon's Lair in the arcade, I did just that. And I still love playing cartoons - so bring on the cel shading!
#20
DVD Talk Hall of Fame
Although combat is still an important part of the game, enemies will be much less numerous and more vicious. The emphasis is on one-on-one swordfighting duels, with a very dynamic camera.
#21
DVD Talk Godfather
Cel-Shading seems to be the new answer to trying to give a game a "unique" look. That and the whole Team Fortress 2 art style, like Facebreaker or Battlefield Heroes.
#22
Suspended
The art looks very interesting, and I don't mind the stylization at all. Gameplay is going to be key for me, and I like what the article suggests about the direction they are going with game play.
#23
DVD Talk Hero
Originally Posted by fumanstan
Cel-Shading seems to be the new answer to trying to give a game a "unique" look. That and the whole Team Fortress 2 art style, like Facebreaker or Battlefield Heroes.
#25
DVD Talk Hero
I like the character and production design but I don't care for the cel shading. It just makes the graphics look unfinished. I'm sure it took a lot of effort but it looks lazy.