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The Rogue Prince of Persia Review (Early Access)

The Rogue Prince of Persia Review (Early Access)

The Rogue Prince of Persia is like a bowl of Froot Loops. Obviously, the color palette for the game does share a striking resemblance to the breakfast cereal with its vibrancy, but it’s that feeling of familiarity and comfort provided by the Prince of Persia IP, playing in classic 2D and a game feel that gives Deja Vu thanks to the history of Evil Empire.

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HIGHLIGHTS

The Rogue Prince of Persia is everything that it should be and bears the mark of an excellent roguelite. There is an addictive quality that constantly demands one more run, not only because of the gameplay, but also to learn how the story will unfold.

If people are going to point to Dead Cells, then the counterpoint is mobility and flow. Wall running, swinging, jumping across poles, bouncing between walls and sliding down aqueducts are all waiting for you to master. You get into a flow state when chaining together some of these movements. Add in the fluid combat that feels intuitive, and throw in some boss fights that are as epic as you want them to be and you have a game feel that is second to none.

The art style is gorgeous and filled with loads of attention to little details with the visuals and the animations. Rays of light cast in through smokey areas and between walls. The prince calmly places his daggers in his back pockets when not using for a few seconds and poles that stick out from the wall bend when the prince lands on them are great examples of how much care and attention was given to every facet of the game.

Finally, the soundtrack is mesmerizing by ASADI, a Persian American electronic music producer that creates a fusion of hip hop and middle eastern, but each level has it’s own distinct score that fits perfectly within the big picture. When you die and get sent back to the oasis, the music provides a calm and serene feel that allows a minute to refocus. In other areas, like the enemy camp, the music is much more oppressive and industrial like creating a completely different feel, while staying cohesive with the rest of the game.

Early Access begins with 6 biomes, 8 main weapons, 6 powerful tools, 2 major boss encounters and 30 trinkets. While content can feel a little short at the moment, Evil Empire have said that between now and the release of 1.0, there will be new levels, bosses, weapons, enemies and upgrades. Even with the game in the condition that it’s in, there is more than enough high quality gameplay to easily recommend.

CRITICISMS

There really isn’t any major issues with the game. Frame rates can take a nasty dip during loading sections between areas, but that doesn’t affect gameplay at all and is easily patched.

There is a wonderful medallion system that allows you use up to four different medallions which are boons during each run and are more effective depending on which slot you put them into, but at times it can be a little busy and unclear. It would also be nice to have a visual indication that your charge attack is ready.

The Rogue Prince of Persia is a story focused roguelite and just like Hades, the prince reacts differently when seeing people after certain events, but adding a very more lines of dialogue would be great for keeping immersion. It would also be incredible if between now and the full release, if The Rogue Prince added some voice acting, although that could be a monkeys paw wish.

Verdict

Calling The Rogue Prince of Persia a reskin of Dead Cells would be a major disservice to the game and the people at Evil Empire who poured their hearts into this love letter. The Rogue Prince of Persia is proof that Evil Empire are much more than just a support studio, which they were for Dead Cells. There is a great experience here with loads of unique ideas. The Rogue Prince of Persia is a must play for any fan of the series or genre.

8.5/10

NOTE: This is a score indicative of the game in its current Early Access state. The Rogue Prince of Persia has established a great foundation to build from and the team has said that the goal in Early Access is to double the content.