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GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Let's Play Prince of Persia

Prince of Persia is the 2008 incarnation in a storied series of games about a guy who can jump really well. It's very different from the other entires in the series, but it maintains the focus on platforming. The most important thing to note, right away, is that the game is not in any way related to the famous PS2 trilogy that was its predecessor. The game we're playing here has a new world, new characters, and new mechanics. It deals with themes of temptation, corruption, greed, morality, idealism, destiny, duty, and sand. Lots of sand, narratively or otherwise. I really don't want to spoil too much, but I deeply love this game, its characters, its mythology, and its art. I hope you find as much to love as I did.

The commentary and let's play are going to be information focused, to give you as much insight into the game mechanics and world as possible.






























































Thank you for watching!


Extras:

Original E3 Trailer
Ubidays Trailer
Game Conference Trailer
Development Diary
Making of Prince of Persia

GamesAreSupernice fucked around with this message at 03:52 on Jan 19, 2016

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nine-gear crow
Aug 10, 2013
Oh thank god I don't have to finish my 2008 LP any more :v:

(But seriously though, PoP 2008 really is a cool game, despite its flaws)

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

nine-gear crow posted:

Oh thank god I don't have to finish my 2008 LP any more :v:

(But seriously though, PoP 2008 really is a cool game, despite its flaws)

Get back to work Slave.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I didn't play this one at release because every review was whining about it being a bad game for babies, unworthy of the PoP tag. Played it a couple of years later and decided reviewers had absolutely no idea of what they were talking about.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
I wouldn't mind it being easy if it wasn't so boring to play.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

nine-gear crow posted:

Oh thank god I don't have to finish my 2008 LP any more :v:

(But seriously though, PoP 2008 really is a cool game, despite its flaws)

Didn't mean to step in on your territory, but I was thinking the style of our LPs was different enough to warrant a second thread.


Fat Samurai posted:

I didn't play this one at release because every review was whining about it being a bad game for babies, unworthy of the PoP tag. Played it a couple of years later and decided reviewers had absolutely no idea of what they were talking about.

It is one of my favorite games of last gen, in spite of a complete lack of difficulty. There's a lot more there to appreciate.


anilEhilated posted:

I wouldn't mind it being easy if it wasn't so boring to play.

I understand that sentiment. I still found something greatly enjoyable in the simplistic platforming and combat.

whowhatwhere
Mar 15, 2010

SHINee's back

GamesAreSupernice posted:

Didn't mean to step in on your territory, but I was thinking the style of our LPs was different enough to warrant a second thread.

In that your style involves actually updating?

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

whowhatwhere posted:

In that your style involves actually updating?

I meant more that his LP seemed to be primarily focused on entertainment, while mine is centered around keeping the viewers invested in the atmosphere and world. They're both good approaches, I just felt the game deserved an LP like this.

Man, I am really excited to show off this game's narrative.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint
I like how this game's method of descending large vertical distances is basically nails on a chalkboard.

GamesAreSupernice posted:

Man, I am really excited to show off this game's narrative.

On that note one thing I want to mention is the audio balance makes it kinda hard to follow the dialog. It would really benefit the videos if you boosted the audio for the cutscene and dialog segments while leaving it as it is for the commentated sections.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!


Our first steps into a lost culture.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

SovietPotatoe posted:

I like how this game's method of descending large vertical distances is basically nails on a chalkboard.


On that note one thing I want to mention is the audio balance makes it kinda hard to follow the dialog. It would really benefit the videos if you boosted the audio for the cutscene and dialog segments while leaving it as it is for the commentated sections.

Let me know how the audio is in the newest video, and I'll change the audio balancing up if it's still off. Thank you, it's important to be able to hear the music and characters.

Tax Refund
Apr 15, 2011

The IRS gave me a refund. I spent it on this SA account. What was I thinking?!
If you don't mind, GamesAreSupernice, I'll give a little background on the real-world cultural stuff that the game is drawing from. (Note: I haven't made it a particular study, so if someone knows more than me and sees something I got wrong, please correct me).

The names Ormazd and Ahriman are clearly taken from Zoroastrianism. Zoroastrianism has a good/evil duality, where the supreme deity of good/order/light is Ahura Mazda, which Wikipedia translates as "Wise Lord". The supreme being of evil/chaos/darkness is Angra Mainyu, often called Ahriman. As I understand it, Zoroastrianism sees those two deities/beings as being opposed, but equal in strength, which is why mankind's choices are so important. (This stands in contrast to Christianity, for example, which says that God is stronger than Satan, and will ultimately prevail without needing help from humans). Certainly in this game, Ormazd appears to need Elika's help to keep Ahriman contained.

Oh, and Zoroastrianism was REALLY big in ancient Persia (which mostly became modern-day Iran), only fading when Islam came on the scene. So it's entirely appropriate for a cultural setting in a game named "Prince of Persia".

I don't actually know much more than that — the Wikipedia article has lots of details that I was unaware of. But that's where the names Ormazd and Ahriman came from.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Tax Refund posted:

If you don't mind, GamesAreSupernice, I'll give a little background on the real-world cultural stuff that the game is drawing from. (Note: I haven't made it a particular study, so if someone knows more than me and sees something I got wrong, please correct me).

The names Ormazd and Ahriman are clearly taken from Zoroastrianism. Zoroastrianism has a good/evil duality, where the supreme deity of good/order/light is Ahura Mazda, which Wikipedia translates as "Wise Lord". The supreme being of evil/chaos/darkness is Angra Mainyu, often called Ahriman. As I understand it, Zoroastrianism sees those two deities/beings as being opposed, but equal in strength, which is why mankind's choices are so important. (This stands in contrast to Christianity, for example, which says that God is stronger than Satan, and will ultimately prevail without needing help from humans). Certainly in this game, Ormazd appears to need Elika's help to keep Ahriman contained.

Oh, and Zoroastrianism was REALLY big in ancient Persia (which mostly became modern-day Iran), only fading when Islam came on the scene. So it's entirely appropriate for a cultural setting in a game named "Prince of Persia".

I don't actually know much more than that — the Wikipedia article has lots of details that I was unaware of. But that's where the names Ormazd and Ahriman came from.

Thank you for the infopost! It is always nice to see other people interested in such things.

Sally
Jan 9, 2007


Don't post Small Dash!

GamesAreSupernice posted:

Didn't mean to step in on your territory, but I was thinking the style of our LPs was different enough to warrant a second thread.

There's no such thing as "LP Territory". If anyone told you otherwise, then they're nuts. Have fun, LP, and good luck with PoP2008.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Blind Sally posted:

There's no such thing as "LP Territory". If anyone told you otherwise, then they're nuts. Have fun, LP, and good luck with PoP2008.

Oh, no one told me such a thing, I just really hate the idea of being rude.

Mraagvpeine
Nov 4, 2014

I won this avatar on a technicality this thick.
As long as you don't plagiarize another LP it's fine. Now that I think about it, can you plagiarize a LP? How could you tell?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Mraagvpeine posted:

As long as you don't plagiarize another LP it's fine. Now that I think about it, can you plagiarize a LP?

If you flat out repost someone else's LP under your name, which someone actually tried to do. (Someone tried it with OFS' FFT LP.)

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Dr. Fetus posted:

(Someone tried it with OFS' FFT LP.)

Hahaha, what? Where?

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!


The science of magic.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Major_JF
Oct 17, 2008
Have you ever gotten the "be gentle with her" achievement?

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Major_JF posted:

Have you ever gotten the "be gentle with her" achievement?

I have, why?

Major_JF
Oct 17, 2008
Mostly that the 2 LPs of this game that I have seen have claimed that that achievement is impossible.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Major_JF posted:

Mostly that the 2 LPs of this game that I have seen have claimed that that achievement is impossible.

I'm playing the PS3 version, so maybe that has something to do with it?

Artix
Apr 26, 2010

He's finally back,
to kick some tail!
And this time,
he's goin' to jail!
It's not impossible by any stretch of the imagination. It's tough, and you probably won't get it until your second playthrough, but it's very doable.

Sally
Jan 9, 2007


Don't post Small Dash!
I got it in my first playthrough. It's not hard to get at all.

Fedule
Mar 27, 2010


No one left uncured.
I got you.

Blind Sally posted:

I got it in my first playthrough. It's not hard to get at all.

It's so gettable.

nine-gear crow
Aug 10, 2013

Major_JF posted:

Mostly that the 2 LPs of this game that I have seen have claimed that that achievement is impossible.

I never said it was impossible (though if there is video evidence of this, I vehemently deny saying it), I said the game is geared towards you not getting it just by doing a normal playthrough. You're encouraged to take stupid risks and experiment just because you have that level of freedom thanks to Elika. There's other factors at play too like the semi-automated platforming sections that encourage accidental mistiming of actions, or the game's somewhat arbitrary "fall to death animation" trigger distances, and the game's dodgy collision detection parameters, all of which contribute to some otherwise unforced errors.

I have never gotten the Be Gentle With Her achievement because I'm the kind of guy who when given that level of freedom, I tend to abuse it. If I actually tried to get it, it would require me to play the game so cautiously it would become unfun for me.

nine-gear crow fucked around with this message at 04:19 on Jan 2, 2016

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

nine-gear crow posted:

I never said it was impossible (though if there is video evidence of this, I vehemently deny saying it), I said the game is geared towards you not getting it just by doing a normal playthrough. You're encouraged to take stupid risks and experiment just because you have that level of freedom thanks to Elika. There's other factors at play too like the semi-automated platforming sections that encourage accidental mistiming of actions, or the game's somewhat arbitrary "fall to death animation" trigger distances, and the game's dodgy collision detection parameters, all of which contribute to some otherwise unforced errors.

I have never gotten the Be Gentle With Her achievement because I'm the kind of guy who when given that level of freedom, I tend to abuse it. If I actually tried to get it, it would require me to play the game so cautiously it would become unfun for me.

I understand that the semi-automated platforming causes some errors when one tries to take the normal level of control, because that happened to me a lot, but I'd argue the hit detection is balanced in favor of the player, if anything. It was made to be rather lenient.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!


I love this particular location.

Nidoking
Jan 27, 2009

I fought the lava, and the lava won.
I wouldn't call the combat "satisfying" because there's so little variety to it, and it's pretty much just hitting whatever buttons until the enemy's health drops enough. There's little reason to move around, use specific types of attacks, or really do anything but wait for an opening and slash a few times. Even if you bother to learn the long combos, the fights all take longer than I have the patience for, and the closest the game comes to adding any sort of challenge is making you use a specific attack based on what color the enemy turns, which tends to be more of an annoyance than anything else because by the end of the game, they're changing colors in the middle of your combos, so it's even more futile to try anything but a few slashes at a time. You've got four Corrupted and one generic enemy, and the game encourages you to avoid fighting the generic enemies whenever possible. There's no reward at all for the combat except for plot progression. It may be because of the "Prince of Persia" title inviting comparisons to the Sands of Time trilogy, which had much more dynamic combat including multiple enemies of many types, but the combat in this game feels terrible to me and almost always makes me want to skip it.

I'll grant that the characters have the potential to be interesting, but I think "push a button whenever you want to stop everything and hear characters talk instead of playing the game" is a bad way to try to balance story and gameplay. I even stopped after each Fertile Ground to hit the talk button until they ran out of things to say, but neither character was ever interesting enough to make me want to hear more of their story. Making the story context-sensitive doesn't help matters either - miss a bit of dialogue because you decided to solve the puzzle instead of stopping to chat? Welp. I've complained about it before, but because there's almost no linear progression and there's no order to the levels except that each of the four areas has a first level and a last level, there's absolutely no way for the characters or their relationship to meaningfully evolve over the course of the game. Instead, you've got closed vignettes that must be able to happen in any order and thus can't refer to each other outside of very limited firsts and lasts. It allows about as much depth as FMV games back in the early CD era, where the characters had to look pretty emotionless most of the time because reflecting any reaction to previous events would require a separate clip. Here, it would just be another audio line. I can sort of appreciate the characters in this format because you know when pressing the button will do something interesting, but at the same time, there's no real sense of progress within the story as a separate consideration from the game objectives (heal all the Fertile Grounds and defeat the Corrupted). You could watch a random cutscene in Sands of Time and tell about how far into the game it was by how the characters got along. (And how much of the Prince's shirt remained.) You'd get exactly the same dialogue if the windmills were the second to last level you cleared. And even then, only if you decide that pushing the talk button is more fun than moving on in the game.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Nidoking posted:

I wouldn't call the combat "satisfying" because there's so little variety to it, and it's pretty much just hitting whatever buttons until the enemy's health drops enough. There's little reason to move around, use specific types of attacks, or really do anything but wait for an opening and slash a few times. Even if you bother to learn the long combos, the fights all take longer than I have the patience for, and the closest the game comes to adding any sort of challenge is making you use a specific attack based on what color the enemy turns, which tends to be more of an annoyance than anything else because by the end of the game, they're changing colors in the middle of your combos, so it's even more futile to try anything but a few slashes at a time. You've got four Corrupted and one generic enemy, and the game encourages you to avoid fighting the generic enemies whenever possible. There's no reward at all for the combat except for plot progression. It may be because of the "Prince of Persia" title inviting comparisons to the Sands of Time trilogy, which had much more dynamic combat including multiple enemies of many types, but the combat in this game feels terrible to me and almost always makes me want to skip it.

I'll grant that the characters have the potential to be interesting, but I think "push a button whenever you want to stop everything and hear characters talk instead of playing the game" is a bad way to try to balance story and gameplay. I even stopped after each Fertile Ground to hit the talk button until they ran out of things to say, but neither character was ever interesting enough to make me want to hear more of their story. Making the story context-sensitive doesn't help matters either - miss a bit of dialogue because you decided to solve the puzzle instead of stopping to chat? Welp. I've complained about it before, but because there's almost no linear progression and there's no order to the levels except that each of the four areas has a first level and a last level, there's absolutely no way for the characters or their relationship to meaningfully evolve over the course of the game. Instead, you've got closed vignettes that must be able to happen in any order and thus can't refer to each other outside of very limited firsts and lasts. It allows about as much depth as FMV games back in the early CD era, where the characters had to look pretty emotionless most of the time because reflecting any reaction to previous events would require a separate clip. Here, it would just be another audio line. I can sort of appreciate the characters in this format because you know when pressing the button will do something interesting, but at the same time, there's no real sense of progress within the story as a separate consideration from the game objectives (heal all the Fertile Grounds and defeat the Corrupted). You could watch a random cutscene in Sands of Time and tell about how far into the game it was by how the characters got along. (And how much of the Prince's shirt remained.) You'd get exactly the same dialogue if the windmills were the second to last level you cleared. And even then, only if you decide that pushing the talk button is more fun than moving on in the game.

I don't disagree with your criticisms, but I also don't think they take away what I consider to be the highlight of the game. You're learning about who The Prince and Elika are, and you're learning about the game world. The non-linearity doesn't really hamper that. Also they do reference previous chats occasionally. The combat and platforming are both very, very simplistic, and although I've played games with far more involved battle systems, I think the style and feedback are enjoyable. A lot of the gameplay systems are geared toward more casual players, and I think they did a good job balancing them with people who wanted good design.

64bitrobot
Apr 20, 2009

Likes to Lurk
Just started watching and I have to admit this game looks pretty fun. I'm gonna go read the rest of the thread now and watch the other videos.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

64bitrobot posted:

Just started watching and I have to admit this game looks pretty fun. I'm gonna go read the rest of the thread now and watch the other videos.

I'm very glad to hear that! I would recommend playing the game yourself, but if that's not an option, I hope to do it justice.

Carbon dioxide
Oct 9, 2012

I haven't played the game, and it looks to me like it's not the best game out there, but it's a fun way to spend some time, running on walls, jumping around.

Also the characters' clothing looks quite nice. Is that snake skin on the back of the Prince's cape?

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

Carbon dioxide posted:

I haven't played the game, and it looks to me like it's not the best game out there, but it's a fun way to spend some time, running on walls, jumping around.

Also the characters' clothing looks quite nice. Is that snake skin on the back of the Prince's cape?

The gameplay really isn't spectacular, but I think that's alright, it's serviceable enough.

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!


Should be a cleaner picture, clearer audio, and higher framerate than any previous recordings.

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GamesAreSupernice
Jan 3, 2014

Oh, whoa! Check out the Viewing Globe, shorty!

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