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: Sublime Movement, But Haven't We Danced This Roguelike Before?

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