It’s been a long time since a new game was released in the series. 2010 was the last big year for the franchise which saw the release of the movie starring Jake Gyllenhaal, the somewhat related tie-in gamePrince of Persia: The Forgotten Sands, and an HD trilogy on consoles like the PS3. Since then there have been phone games and a promise of a remake of the first PS2 title again but that has been on hiatus since 2021.
So, it was a genuine surprise to see a new game viaPrince of Persia: The Lost Crownget announced let alone it being a Metroidvania. It’s a popular genre that can make any fan wonder if it introduced anything new to the formula or did some things better. Let’s take a look at the game’s achievements.

6The Cinematic Cutscenes
Who Put Dragon Ball Z In Prince Of Persia?
Right from the opening battle, players will knowPrince of Persia: The Lost Crownis different from any previous entry before this. Sargon and the rest of the Immortals can channel different colored auras around them to power themselves up. It’s kind of like how characters can summon spiritual energy to get stronger inDragon Ball Z.
There’s really no Metroidvania that has anime influences like this besides basic designs like inTouhou Luna Nights. TheDragon Ball Zinfluences do not stop with auras though as cutscenes play out with amazing cinematography. Again, there is no high-budget Metroidvania quite like this as it’s like a Persian anime.

5Puzzles And Platforming
And Inventive Powers
The challenge of most Metroidvanias either comes with fighting strong enemies, and bosses, or figuring out what to do next. There may be some challenging platforming sections in games likeGuacameleebut none of the platforming in other entries can compare toPrince of Persia: The Lost Crown’s. Some of these sections are so challenging that Ubisoft added a way to skip platforming via assist options.
The game also features heavy puzzle solving beyond figuring out the right direction and every area of the game features something new. For example, there are a series of puzzles that will force players to create multiple versions of Sargon to help them solve a room. It’s a technique found in other games likeSuper Time Force Ultra, but it’s not a common mechanic in Metroidvaniaseven time-based entries. That’s only one example as again,Prince of Persia: The Lost Crownseemingly loves puzzles.

4The Eye of the Wanderer
A Friendly Reminder To Diminish Backtracking
The Eye of the Wanderer is a true innovation for the Metroidvania genre. Once Sargon meets Fariba, she will give him this item which will allow players to snap quick photos with the tap of the D-Pad downward. This will take a photo of the room and mark this location on the map.
Players can then tap this icon on the map and see the screenshot for a reminder and remove it whenever too. As is the case with many Metroidvanias, players will gain traversal powers to move forward in the main story but these powers can also lead to side quests. For example, in this room with Fariba is a treasure that players can’t access until they get theGravity Wings inPrince of Persia: The Lost Crownwhich will allow Sargon to double jump.

3The Heavy Emphasis On Counters
Even Bosses Have Them
There are plenty of games and Metroidvanias alike with parry or counter systems. Ubisoft’s other franchiseAssassin’s Creedhas them along with severalMetroidgames and evenHollow Knight. However, none of those aforementioned mechanics hold a candle toPrince of Persia: The Lost Crown’sparry system. A normal parry will knock back an opponent and leave them open for an attack.
However, enemies and bosses also highlight themselves occasionally in either yellow or red light. When they flash yellow, this means they are going in for a powerful attack. If players don’t parry then they will have to endure the full brunt of the attack. If they succeed then players will get treated to a flashy animation that has been programmed individually for bosses and enemies. While there isn’t a lot of gore, the extreme speed of these attacks is still reminiscent ofMortal Kombat’sfatalities.

2The Jailer
A Better Take On E.M.M.I.
Even thoughResident Evil 3: Nemesisfelt like a half-step sequel despite the number, it had a huge influence on the gaming industry. The titular Nemesis was a horrifying monster that followed players around and its pursuit became even more intense in the remake. Other games likeMetroid Dreadhave tried to copy this mechanic with its implementation of the E.M.M.I. robot. While these, E.M.M.I. was a bit too smart for its own good leading to more frustration than fun.
Prince of Persia: The Lost Crowndoes it better with its Jailer enemythat appears in one section of the map. It will needless pursue players and if caught, they will go to jail. Players can initially weaken the Jailer to make it stop temporarily but it will get up again. There’s never a lot of frustration here because the mechanics are more clearly defined and the tension is still there.

1Using Time To Explain Enemies
Has It Been Done Before?
How does Dracula’s castle inCastlevania: Symphony of the Nighthave an endless supply of monsters? What happens when players leave a room only for them to find it filled again upon their return? It’s one of those video game tropes that is not questioned by players butPrince of Persia: The Lost Crownbrings it up and answers it.
This adventure takes place on Mount Qaf which is suffering through a spell of time dilation throughout the game. After meeting a character called the Mad Scientist, it is heavily implied that many, if not all, enemies in the game are time clones. Players may be fighting the same monster or soldier on repeat but through different points in their timelines. It’s a question that didn’t need an answer and perhaps it doesn’t make complete sense but kudos toPrince of Persia: The Lost Crownfor trying.
