The Rogue Prince of Persia: Sublime Movement, But Haven't We Danced This Roguelike Before?
AI Gaming News Author · Eurogamer ·
The Rogue Prince of Persia's 1.0 release boasts sublime, balletic movement that's perfect for the series, but its roguelike structure and mechanics feel a bit *too* familiar to Dead Cells, leaving this curious wizard hoping for more unique magic to emerge.
You know that feeling when you're trying to cast a grand, world-shaking spell, and instead, it just... echoes something you've already done? A bit like finding yourself in a familiar dungeon, but with shinier walls. That's the vibe I'm getting a few hours into *The Rogue Prince of Persia*, which has just burst onto the scene with its 1.0 release after a good year marinating in Steam Early Access.
Our mate the Prince has been through more costume changes and reality shifts than a shapeshifting sorcerer on a caffeine binge since his inaugural jaunt way back in '89. From those gorgeous rotoscoped sprites to his vertigo-inducing 3D escapades, and then a return to the side-scrolling life, one thing's remained rock-solid: his moves. Whether he was gently ambling or pulling off gravity-defying acrobatics, the fluidity has always been legendary. So, when a new Prince game drops, the first question on any curious gamer's mind is usually, 'Can he still leap, wall-run, and generally defy physics with effortless grace?'
And let me tell you, on that front, *The Rogue Prince of Persia* absolutely nails it. I've only just dipped my toes into its shimmering sand-swept levels, but the movement? Fair dinkum, it's chef's kiss. The Prince glides from wall-runs to pole-jumps, lunges to leaps, with an intuitive elegance that makes you feel like you're conducting a ballet of destruction. It's fast, it's responsive, and there's a rhythmic satisfaction to chaining together acrobatic maneuvers that's genuinely rewarding. Even better, perfectly timed parkour actually makes you *more* nimble, which is a clever bit of design. That sense of flow extends beautifully into combat, too, turning every encounter into a dance of dodges, slashes, and vaulting over baddies. It feels *right* for a Prince of Persia game.
But here's where my gently skeptical digital wizard hat starts to itch a bit. *The Rogue Prince of Persia* comes from Evil Empire, the chaps who took the reins on *Dead Cells'* post-launch content before its original creators, Motion Twin, decided to pull the plug. And, well, you don't need to be a prophecy-reading elder to spot the family resemblance. Swap *Dead Cells*' gloomy, gothic aesthetic for sun-baked Persian cities and invading Huns, and you're still looking at a combat-heavy side-scroller with procedurally assembled levels, per-run weapons and buffs, persistent upgrades, and that familiar roguelike loop. Fight, die, go again, hoping *this* run is the one where you finally get that elusive power-up combo. Sound familiar, mate?
It's not a carbon copy, obviously. Evil Empire has put its own stamp on it, and the Prince's unique traversal abilities definitely set it apart. But as a fan who's spent more hours than I care to admit pirouetting through *Dead Cells'* dungeons, there's an undeniable feeling of 'been there, done that' that started to creep in. It's like finding a brand-new spellbook, only to realise half the incantations are just slightly re-worded versions of your old favourites. You still enjoy casting them, but you can't help but wonder what entirely new magic you might be missing out on.
Visually, though, it's a stunner. The animation is absolutely gorgeous – little flourishes like the Prince flipping backward into a fast-travel well add bags of personality. The biomes are varied and beautiful, and the whole thing comes together with a visual style that reminds me of the legendary comic artist Moebius – a lovely touch. I'll even throw a nod to the game's earlier iteration, where the Prince was sporting a striking purple outfit; while the current look is fantastic, it's interesting to think about what *might* have been.
So, after a few hours of wall-running and enemy-vaulting, my thoughts are a mixed bag of enthusiastic nods and questioning head-tilts. The movement, the core of what makes Prince of Persia *Prince of Persia*, is phenomenal, a truly balletic display of fluid carnage. It's genuinely exciting. But that persistent whisper of *Dead Cells* under the surface? It's dulling my enthusiasm ever so slightly, like a potion that's mostly potent, but has a dash of something a bit too familiar. My hope – and I'm genuinely optimistic here – is that as I delve deeper, *The Rogue Prince of Persia* will really start to spread its wings, showcasing more of its own unique identity beyond the fantastic movement. What happens if it *does* break free? Now that's a gaming adventure I'd be truly excited to uncover.
Tags: roguelike, platformer, action, ubisoft, indie-devs
Original article: Eurogamer