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Complete Prince of Persia Background Sheet Jeff Pearson 9/11/2003, 4:36pm Eastern Time Jordan Mechner, the godfather of action-adventure gaming, returns with Prince of Persia: The Sands of TimeIn 1989, action-adventure gaming was born in a rather unlikely place - medieval Persia. With the release of Prince of Persia, Jordan Mechner unleashed a game that blended fast-paced arcade action with dramatic visual storytelling in a way that had never been seen before. The game went on to win thundering accolades, inspire a generation of gamers, and create a new genre in the fast-growing video game industry. The original Prince of Persia is the acknowledged inspiration for many later games, including Tomb Raider. Now, fourteen years later, Mechner has returned as a collaborator on the highly-anticipated Prince of Persia: The Sands of Time - due out this holiday season from Ubisoft's Montreal studio. As scriptwriter, dialogue director, and creative consultant, Mechner moved from Los Angeles to Montreal to spend the summer months with the development team, immersing himself in a variety of production aspects. The collaboration began in 2001 when Ubisoft approached Mechner with the idea of reviving the Prince of Persia license for next-generation consoles. According to him, "My biggest concern was that if there was to be a new Prince of Persia game, it had to be something special and not just mapping the Prince character and universe onto a kind of game that had been done already. The surprise, and it was a pleasant one, was to discover that Ubi Soft felt the same way." Mechner visited the studio to meet the team, and saw some preliminary animations created by the team. "I was blown away by what they had done," he recalls. Although video games have evolved considerably since Mechner created the first Prince of Persia, he still believes in the specific core elements that, to him, define a successful game. As Mechner explains, "A game needs to offer the player the satisfaction of building his skills throughout the game. By the final levels, he (or she) must be capable of performing feats that would have been far beyond his capabilities in the beginning. That's where the joy is. If you don't have that sense of accomplishment, you don't have much of a game. At the same time, playing a game should feel like fun, not punishment. It's the game's job to teach the player how to play." Mechner and the rest of the team took pains to ensure that, in addition to representing an evolution to meet the expectations of today's console gamers, Prince of Persia: The Sands of Time would remain true to the elements that transformed the first game into a legend: fluid animations, ingenious and challenging level design, and a compelling hero to whom players could relate. As Mechner explains, "A key element in the success of POP 1 is the sheer exhilaration of movement. The feeling that you are one with the animated character on the screen, that you are not just going through mechanical motions to complete the level, but that you're flying-a feeling of joy in your own acrobatic grace. This is much harder to achieve today in 3D for a number of reasons, and it is one of the key values that I hope will excite people when they see Prince of Persia: The Sands of Time." A Man of Many Talents Like a good film, the creation of Prince of Persia: The Sands of Time has been, at its heart, a collaborative process. According to Mechner, "This has been one of those rare experiences where a great team and a great idea come together and create something that is more than the sum of its parts." Prince of Persia: The Sands of Time is scheduled to ship for PS2, Xbox, GameCube, PC and Game Boy Advance in time for the holiday season 2003. Source: Press Release
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