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Ubidays 2008: Prince of Persia’s Elika Revealed

Wed, May 28, 2008

Analysis, News

Compared to IGN’s formidable Friday reveal, the Prince of Persia information present at Ubidays 2008 was limited. There was no new insight into the story, no description of the trials, tribulations and traps the Prince would face, and no live gameplay demo. Instead, Ubisoft producer Ben Mattes provided the audience with a pretty picture; and the simple promise of revolutionary artificial intelligence.

For all intents and purposes, 2003’s Prince of Persia trilogy was built entirely on the titular Sands of Time. They were plot, collectible, friend and foe all wrapped into one. If you weren’t a fan of the original PC Prince of Persia games, it might be hard to imagine a Prince without the Sands.

But speaking to the Ubidays 2008 audience, Mattes disclosed that this time, “there is zero chronological connection between this Prince and the Prince trilogy Ubisoft started in 2003,” and that the Sands had to go. “It was one of the more controversial decisions we took on this project, but I stand behind it 100%,” he said. According to him, that story had been told; that gameplay mechanic used up.

But, he explained, the new Prince wouldn’t be without a similarly compelling innovation. My mind drifted briefly to the new claw gauntlet gimmick, before settling on “the corruption” on which IGN had lingered. “Surely,” thought I, “he must be referring to that black ooze that will foster emergent gameplay.” But I was wrong. Instead, the screen behind Mattes displayed a beautifully illustrated woman with short hair:

elika-prince-of-persia-550.png

This is Elika, and she is the innovation.

Sands of Time fans will no doubt remember the mostly scripted, yet heartwarming cooperative interactions with that game’s Indian princess Farah. Even when she would shoot you in the back with her bow, she was a welcome companion, assisting with puzzles and more. While no one mentioned Farah by name, comparisons will be inevitable — and if Mattes and the team deliver, wholly inappropriate:

It’s not just about being a love interest. We wanted a support character that would integrate into every element of gameplay.

And he means every element. The producer explained that Elika will be a factor in combat, navigation, even acrobatics “The puzzles are more interesting because you work with her. When you are lost, she helps you find your way,” he said.

Mattes was adamant that Elika would not be a burden on players, but quite the opposite.

It’s a tall order, to be sure. In modern gaming, there have certainly been a fair number of developments with regards to combat tactics and pathfinding, but when it comes to a procedural AI that will analyze your every move while remaining a convincing NPC — let alone heroine — we’re skeptical.

It’s all CG, but if you’d like to see what Ubisoft has envisioned Elika doing in combat, here’s a pretty trailer:


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This post was written by:

Sean Hollister - who has written 677 posts on GameCyte.


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1 Comments For This Post

  1. Fernanda Says:

    Fantastic!!!
    This game is very cool

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