Save anywhere? Bah. Save EVERYWHERE!
November 12th 2003, 01:17 CET by Jibble
Okay folks, we've beaten the "save anywhere" debate to death...now there's a new wrench being hurled defiantly into the craws of the dissenters: "save everywhere all the time every second of the game".
We're talking Prince of Persia here.
Yes, it's true: One of the most original features in Prince of Persia: The Sands of Time has its roots in a game based on Donald Duck. When Mallat started prodding the team for ideas of a "gameplay keystone," Desilets brought up an idea he had proposed to the producer on his last Donald Duck game. In a nutshell, he wanted to let players rewind the game after they died. "I remember playing the Donald Duck game, and when I died, I wanted to just go back in time a few seconds instead of having to replay the whole level," says Desilets.
The producer on the Donald Duck game dismissed the idea, but Mallat seemed more receptive. "I think we all began to realize that by rewinding the game, the player would have a never-ending checkpoint," says Mallat. "We also knew a feature like that could become really important in an acrobatic game where you are always making jumps and trying to avoid traps." But while the idea sounded great, no one knew if it was technologically possible to let a player rewind the game on a PlayStation 2.
Turns out they figured it out, and it's included in the game (which was released a few days ago). The original Prince of Persia was well known to be one of the most frustrating games of all time, with death looming around every corner, in every spike pit, on every floor tile. While the new game seems to tout an incredible acrobatic system and the environments in which to properly use it, is this a case where the game is impossibly difficult just because it can be?