How Prince Of Persia: The Lost Crown Leans Into Its Shonen Anime Inspirations
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How Prince Of Persia: The Lost Crown Leans Into Its Shonen Anime Inspirations

Prince of Persia exists in such a wierd place for me. I am an enormous fan of Murderer’s Creed, a collection clearly constructed on the bones of a Prince of Persia sequel we by no means received, however I’ve by no means performed any of the unique Prince of Persia video games that impressed that first Murderer’s Creed. So to see the collection return in 2024 with Prince of Persia: The Lost Crown is exciting–I can lastly see why individuals appreciated the lore and mythology of this collection with out going again to play video games over 20 years previous (and even older for those who’re counting the unique Broderbund titles).

I received to play just below 4 hours of The Lost Crown throughout a preview occasion and totally loved it. The recreation’s first hours characteristic frenetic fight that encourages you to grasp cool-looking combos, difficult and intense boss battles, atmospheric music, and memorable characters. And that “The Eye of the Wanderer” characteristic that pins your screenshots to your in-game map, offering a visible reminder of chests you intend to return to, hidden traps you want to keep away from, and secrets and techniques you wish to bear in mind? That must be included in each metroidvania recreation from right here on out. It is implausible.

Following my time with The Lost Crown, I sat down with cinematic lead Joseph-Antoine Clavet to debate the sport’s inspirations, narrative themes, and The Eye of the Wanderer characteristic. Our dialog touched on shōnen anime greater than I anticipated, with the likes of Dragon Ball and Naruto popping up. Prince of Persia: The Lost Crown is scheduled to launch for Xbox Sequence X|S, Xbox One, PS5, PS4, Swap, and PC on January 18, 2024.

GameSpot: What did y’all wish to invoke with the visible route, particularly with so many vibrant and brilliant colours?

Clavet: You possibly can actually see the affect of shōnen anime the place the subjects are heavy, nevertheless it’s nonetheless this poppy shade. And I feel this counterpoint typically [helps the game] be extra accessible, the place it is visually pleasing and it isn’t too darkish. However you additionally nonetheless have this deep that means of existence to it.

And shōnen anime is a good instance of that. One thing that [Mounir Radi] would at all times say, [Radi] is the sport director, he would at all times say, “Sargon is our Vegeta. He is not speculated to be Goku, he is Vegeta.” The anime inspirations have at all times been there.

So it is going to be [visually] colourful, however [narratively] there’s this sense of anger and there is this sense of eager to be so robust that perhaps you overlook different facets of being robust. It is like while you watch Naruto, Naruto has some deep darkish subjects, nevertheless it’s at all times [presented] in a poppy approach.

And in addition, while you make a metroidvania like this one the place you are going to have some actually fast-paced motion and quite a lot of parts off-screen, this division in shade simply permits you to have the ability to learn the display lots higher.

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I did get a little bit of that shōnen anime vibe with the Manticore boss combat and seeing Sargon simply catch and toss the beast after it charged at him.

Sargon makes use of the equal of chi, or ki, or life essence. And he channels it from his anger, from this rage inside. So that provides him superpowers.

And there is one thing tremendous cocky about him, and that’s what we wished… That was the aim, discovering the suitable steadiness [in the protagonist] between, “I am tremendous cool,” and “How are you able to be higher?” Being tremendous cool is sweet, however what does it imply to be robust?

And that was a query we’ll at all times deliver again to the desk: “What does it imply to be robust?” The warrior’s journey was tremendous vital on this. I do not know if you realize Miyamoto Musashi? Nicely, Miyamoto Musashi, by means of his life, was one of many best swordsmen, killing over 60 males in duels. However at one level you understand being actually robust is realizing calligraphy, doing poetry, being sort to others, creating relationships. And that is what we wished, a type of Miyamoto Musashi-esque Sargon, who’s going to need to develop stronger as greater than only a fighter.

In that respect, are there talents within the recreation geared in direction of buying information or bettering one’s thoughts? Or, like most metroidvania video games, are a lot of the upgrades combat-focused?

No, you will not purchase powers that make you a greater calligrapher. It isn’t going to be one thing like that. However we wished the [narrative] parts, the connection between [Sargon] and the characters to higher him too.

As a result of ultimately, a metroidvania nonetheless must have this tight feeling of pure gameplay. And the fact is, I feel it is an awesome recreation that you could experiment by going full on within the story and all of the little decrease particulars. And it may be nice simply going by means of the primary path–it feels superb. However I feel that the facet quests are place to outline a bit extra of Sargon.

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The place did the thought come from to simply be capable of rapidly take a screenshot and put that picture on the map? As a result of each metroidvania from right here on out wants that characteristic. I want I might had that for Hole Knight.

Everyone loves that.

We have been identical to, “What if we alleviate the memorization of the map?” As a result of the fact is, quite a lot of us on the workforce do not have as a lot time as earlier than to play video games. We make video games now, so typically you do not play the sport for every week, two weeks earlier than you get again to it. And then you definitely’re like, “Oh man, this chest, the place was it?”

So we simply wished to offer gamers a instrument to alleviate this, to at all times have the story shifting ahead. Since it is a actually narrative-driven construction, we would like the story to at all times keep contemporary to the participant, the place you do not come again and assume, “I do not perceive the place I am at.”

And the reminiscence charts have been a kind of instruments that simply makes it simpler to select up. Some individuals do not use them in any respect. Some hardcore Metroid followers, they’re like, “Nope, I am not utilizing this.” And yeah, that’s superb. But when I feel for gamers who do not care, I feel all people shall be enchanted by having that within the recreation.”

This interview was edited for each brevity and readability.

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