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Answers from Ben Mattes / Producer
Could you introduce yourself a nd
explain your role in the project?
I’m Ben Mattes, producer of the
next Prince of Persia
title.
On which platforms will this new PoP be available?
Xbox 360, PS3 and PC.
We are also developing a completely different game which is
specifically designed for the DS.
When will the games be released?
Holidays season 2008.
Who is in charge of the development?
Ubisoft Montreal Studio, who has recently released Assassin’s Creed,
is developing the next gen versions.
Most of the core creative team has worked on the previous PoP
trilogy; they know the franchise by heart.
The DS title is in the hands of the Ubisoft Casablanca studio, which
is developing a strong expertise on DS titles.
How is it linked with previous PoP? Is having played to PoP the Two
Thrones (or the 3 previous episodes) mandatory to fully understand
the storyline?
Beginning with Jordan Mechner’s first PoP game back in 1989 to
Ubisoft’s PoP Sands of Time trilogy, the Prince of Persia brand is
like a collection of fantastic tales, drawing inspiration from the
Arabian Nights stories. Possibilities for enticing storylines and
characters are endless with such a rich, colorful, shape shifting
and magical universe. So there are as many stories of the Prince as
there are many versions of the Prince himself - they all co-exist,
they all share prodigious abilities and a liking for dauntless
adventures and trouble
J
With Ubisoft’s new PoP video game, we are opening a new chapter in
the Prince of Persia universe with a new story and a new Prince.
Having played the previous episodes isn’t necessary to understand
the storyline.
What is the storyline of the game?
Transported to a land of myth and legend, our Hero finds himself
caught up in an epic battle between the primal forces of light and
darkness: the God of Light,
Ormazd versus his brother Ahriman, the God of Darkness,.
Our Hero arrives just in time to witness the destruction of the
legendary Tree of Life – an act which threatens to plunge the entire
world into eternal darkness.
The Prince will have to stop the rise of the ancient destructive
God, Ahriman. This new epic storyline is close to Persian Mythology
(Zoroastrianism).
Additional information about the back-story of the game:
Driven by envy and hatred, Ahriman spread Darkness in the world,
corrupting the hearts of men and unleashing a dark substance which
physically contaminates
the land and the skies: the Corruption.
When Ormazd finally acted to stop his brother, he chose to destroy
Ahriman’s servants, the Corrupted, one by one.
When at last only a few of Ahriman’s puppets remained, Ormazd
captured them and pulled them into the Tree of Life. With the
remaining Corrupted sealed inside the tree, Ahriman found himself
tethered to the trap unable to break his connection with his dark
servants. Concentrating all his power, Ormazd forced what remained
of his brother into the Tree, locking Ahriman inside for all
eternity. Ormazd gave care of the Tree of Life to his chosen few,
the Ahuras. Now, many years after the war, Ahriman is plotting a way
to escape…
Storyline has always been an integral part of all PoP games. With
the new PoP video game, we not only have an epic storyline, but we
are letting the player choose how the story unfolds within the same
story frame.
What have been your inspirations to design this new Prince?
We wanted to explore how our hero will eventually become a Prince
through an epic journey. At the start of the game, the future Prince
will be an adventurer and a drifter
wandering from adventure to adventure with no real ties,
always living in the present. To him, the past is gone and he
carries no burden from it, the future is to come and will take care
of itself. All that matters is now - the thrill of the moment, the
next heartbeat, the next corner, jump and sensation.
We drew our inspiration from adventurers
like Sinbad in the Arabian Nights, Han Solo from Star Wars and
Aragorn from the Lord of the Rings.
Like all epic heroes, what The Prince wears says a lot about who he
is and what he has been through. We really wanted to communicate
visually the dichotomy that is the life of a wandering adventurer.
On one hand, he has elements of luxury in his dress – the red and
blue cloth that he uses as a turban and scarf that would be
available only to those with money. However, he is also perfectly
comfortable putting function before form, wearing plain leather
leggings to help protect his legs rather then dazzle the eye.
We see that the Prince has a new appearance, but what about new
abilities? What new tricks/attributes does the Prince have up his
sleeve?
Our Prince has a lot of new abilities in both combat and acrobatics.
He is taking the agility of the previous Prince to new heights of
deadly acrobatic artistry. His range of acrobatic skills is wider
than ever, allowing him to defy the laws of gravity with style and
velocity.
In addition to his sword, he is wearing a gauntlet that will be used
both in acrobatics and in combat. This bounty from the Prince’s
earlier adventures will open new dimensions in his acrobatics and
combat style. For instance, by using the gauntlet, you will be able
to slide down very high walls and cliffs. So be ready to discover
some very impressive new moves in the coming months!
Combat has evolved since the last games as our ambition is to add
the reactivity and strategy typically found in fighting games into
our new combat system. We have studied numerous fight games and
learned what worked/what didn’t work, and implemented the most
absorbing moments into our gameplay. We want the dramatic attack
sequences of the Prince to be complemented by the use of camera,
sound and visual effects to create an overall combat sequence whose
intensity rivals the most spectacular choreographed fight scenes in
cinema. In addition, the enemies you fight will be more cunning then
any ever seen in a PoP game before, strategically using the
environment to gain the upper hand, forcing the player to use quick
thinking and reflexes to succeed.
We have also changed the role of the female character in a PoP game.
No longer a secondary character, but instead a strong supporting
character with heavy gameplay implications, the new female lead,
Elika, will add value to every layer of the game: exploration,
combat, acrobatics, puzzle-solving, storyline and overall immersion.
She is a powerful companion of the Prince who accompanies him
throughout the game - she adds an element of mystery, deepening the
epic storyline. Our goal is to revolutionize the supporting
character in an action-adventure game.
How are you going to revolutionize the supporting character in an
action-adventure game?
The level of innovation we’re bringing to Elika is similar to the
innovation we brought with the Sands of Time system in the previous
trilogy.
Elika is always a positive for the player. She interacts with the
player in combat, acrobatics and puzzle-solving and always in a
positive and helpful way. She enables special moves such as
cooperative acrobatics, special combo attacks and navigation.
Additionally, all of her magical powers come into play when the
player requests them. She can never be killed and will never force
her will on the player.
In terms of control, she will be controlled by AI but the player
will have a specific “Elika” button to trigger specific coop moves,
attacks and magic. Our philosophy is to leave as much control to the
player as possible without having her bog down the fast-paced rhythm
of the game. This way we add a layer of strategy and make sure the
player uses Elika when and how he wants.
Besides the gameplay asset that Elika represents, we want to build a
strong bond between her and the Prince. Elika behaves as no other
NPC has ever behaved in a video game.
Can you give us more details about Elika’s backstory?
Elika is descended from the Ahuras. She has lived in a land cut off
from outside contact.
What have been your inspirations to design Elika?
Elika is a practical and intelligent woman. Independent and strong,
she doesn’t need to be protected. We drew inspiration from the
Elizabeth Swann character in Pirates of the Caribbean or Padmé
Amidala in Star Wars.
She is very light. Her element is the air in opposition with the
earth, that of the Prince’s. She embodies the fluidity in their duo.
Even if she has magical powers, at first sight Elika is a human
being; we didn’t want to reduce her to her magical abilities. On
that specific point, we
drew our inspiration from Arwen in
Lord of the Rings. Her magic is graceful with arabesques in contrast
with the Corruption which takes on tribal forms.
Have you developed a special engine for this version?
We have improved and adapted the engine developed internally for
Assassin’s Creed. It is a great tool for our artists and engineers
and we want to push it even further.
In that respect, we have added a lot of new systems that will help
create the seamless fluidity and the overall look & feel we are
looking for.
Animations have always been a key element of the Prince of
Persia
games; can you describe some of the moves the Prince can perform?
Thanks to this new engine, we are able to improve every move of the
Prince; we removed some and added others to increase the feeling of
agility. That being said, we re-did all our animations from scratch
for this new opus. They all are hand-made key frame animations, a
fiddly work for our animation team who craft all these new moves and
give them the extra touch of fluidity we could never reach with
motion capture.
What are the specific technologies you developed for this episode?
Are there any particular achievements you’re proud of? On which
basis do you consider that this PoP episode will be truly next-gen?
Since it is the first next gen game in the PoP saga, we have
developed a lot of new systems and technologies. We have in a way
started from scratch using the Assassin’s Creed engine as a basis
for our developments. Here are a few areas where we believe PoP will
deliver a true next-gen experience:
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AI:
Artificial Intelligence is where we are focusing most of our next
gen effort.
This choice will pay off in the quality and depth of the
relationships you will experience with our NPC, enemies or allies
alike.
-
Graphics:
There is a difference in graphical quality between the previous PoP
and the new PoP, obviously due to next-gen technology
o
Characters: The new Prince will displays 13 times more polygons than
the previous Prince, and even more than Altair in Assassin’s Creed.
To give you a reference, there will be more polygons in the next-gen
Prince’s hair than in the “old” Prince himself. Every detail of the
faces, clothes and accessories of the characters will feel next-gen
thanks to hi-res textures, specific lighting systems and shaders. We
have developed new systems such as skin morph, wrinkle map, indirect
lighting and occlusion to beautify our universe and characters in a
way which was not possible on old gen.
o
Environments: The richness and the high quality of the Persian
environments have always been a key element of PoP games. Thanks to
next-gen technology, we are able to create vast outdoors worlds PoP
fans have never dreamed of as most of the game takes place outside
in a fantastic mythological Persia.. Whereas in previous PoP games,
the player was mostly confined inside palaces or cities.
o
Each environment will go through different stages - from totally
“safe” to almost completely corrupted areas. We have developed an
organic corruption which creeps through the world and makes it
decay. It is a living substance that will interact with the player
and challenge him. It already looks quite impressive so I can
promise you this will look amazingly next gen!
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Structure:
For the first time ever, the Prince will evolve in a non-linear
adventure. The players will choose how they unfold the storyline by
choosing their path in this open-ended world. This is technically
possible thanks to next-gen memory capacities.
The game has a very different art style than previous PoP. Why did
you change the art direction?
The new PoP game features a brand-new art style never before seen
that is very graphical and illustrative. We are lucky enough to have
one of the most talented team of concept artists in the industry.
PoP fans have always been very passionate about their work. So this
time, we wanted to remain very close to their 2D concept arts,
keeping the essence of their artworks in the 3D world.
Next-gen tools help us create a game which has a unique visual
identity without sacrificing art to technology, which is often the
case in video games. The Prince of Persia universe is so rich and
special that it would be a shame to picture it in a photorealistic
way. It calls for fantasy and almost poetry to be true to its
Arabian Night origins.
What are your ambitions behind one the biggest franchise in the
video-game industry?
We have high ambition for this game. Our goal is to re-establish our
position as a leading Action Adventure Video game on next-gen.
We strongly believe that we will rejuvenate the PoP brand with
strong innovations and a whole new experience that will not only
excite our current fans, but will appeal to new fans. We are all
excited about the new Prince of Persia; be prepared to see some
amazing images in the coming weeks!
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