Combat is kinda what you make of it, but I recommend mixing in more directional attacks. Launching enemies is not only a ton of fun but also pretty useful for extending combos. Enemies start punishing the basic ground combo pretty quickI'm sure it will! I only just got the bow so I'm very early. So far combat is basically just 'roll under guy and hit him in the back a few times, repeat until dead' but I can certainly see it getting more involved soon. But I'm already loving what the game is doing - it's impressive that it still feels like a Prince of Persia game with the wall jumps and pole vaulting and such while also pulling in all the metroidvania elements.
May I add that the training lessons also gives Time Cristals so it's a win-win situation. There's some cool combo to learn.Ya'all, this game is amazing
For combat, make sure to take the optional training lessons you can find a couple hours in, they will teach you a lot of combat stuff you may not otherwise have known of. And yes, combat in general continues to evolve throughout, it's really great
Great review, glad you liked it! How long did it take you?
17 hours is perfect for a game like this! So many modern Metroidvanias lose the brisk pacing a good game in this genre should have, because they're too busy chasing Hollow Knight without understanding what works about it lolMay I add that the training lessons also gives Time Cristals so it's a win-win situation. There's some cool combo to learn.
It took me around 17 hours. Still have quite a lot of treasures to find and other items and the last side quest with the three bells.
EDIT :
Also, the Screenshot Mapping is excellent and I hope it will inspire other Vanias.
Two questions (I'm still early in the game):
1. Will there be teleport functionality later in the game?
2. The region maps that you can buy, are these maps showing all the secrets in that area as well?
1. Yes !Two questions (I'm still early in the game):
1. Will there be teleport functionality later in the game?
2. The region maps that you can buy, are these maps showing all the secrets in that area as well?
1. YesTwo questions (I'm still early in the game):
1. Will there be teleport functionality later in the game?
2. The region maps that you can buy, are these maps showing all the secrets in that area as well?
What the hell, XBOX people?!For what it's worth, it seems to be doing well:
Lost Crown chart placements:
PSN: 17
eShop: 19
XBL: 248
No Steam, unfortunately. But it looks like PS and Nintendo players are coming through at least.
I think you can get the game through Ubisoft + on Xbox, so I imagine that might have some impact.What the hell, XBOX people?!
Why is it so low on XBL? Is the game on Gamepass?
Yeah that one was tough, but I had more trouble with the wolf lady fight earlier!Okay, the fight against Azhdaha is just utterly brutal. Hits like a truck, some of its attacks are basically not avoidable unless you're clairvoyant and the you get punished you for even trying to avoid things. Not very fun, I'll probably just turn the difficulty to easy :/
Hell, the whole region was brutal, some of the platforming stuff puts the path of pain to shame (I died so often in that one section that I actually got a "you can turn on platform assist if you want"-prompt ).
For what it's worth, it seems to be doing well:
Lost Crown chart placements:
PSN: 17
eShop: 19
XBL: 248
No Steam, unfortunately. But it looks like PS and Nintendo players are coming through at least.
Wow, that actually helped a ton! Especially the counter timing. I also completely forgot about using the dimensional pocket thingYeah that one was tough, but I had more trouble with the wolf lady fight earlier!
It takes a time to understand how to avoid/counter each attack, but it's definitely doable. The golden orb bombs can be caught and sent back with your dimensional bag of holding thing for instance.
Also, tip for avoiding some of this boss' attacks: firing an arrow lets you hover in the air for a little bit.
Finally, if you want to use the counter in the second half you need to jump over it's tail before countering!
For what it's worth. They heavily promoted it going on their own version of gamepass and thus being able to play it earlier, this could at least explain the abyssmal xbox numbers.Unfortunately, no, that’s a very bad sales performance. The bottom of the top 20 means probably sub-50k sales, and who knows WTF happening on Xbox there (probably 4-digit sales??) — and this is release week. It’s bombing.
Probably a matter of taste but leaving a note with the obstacle you need to overcome on the map feels better than just a mark with the stuff you need. Also helps me memorise stuff better tbh.I’m seeing a lot of praise for the screenshot feature, but doesn’t dread already do this “better” what with highlighting the different interaction points on the map and letting you highlight them?
I suppose this being more open ended could lend to more creativity but i dont know
I'd argue the difference is that by taking a picture you don't need to exactly know what skill you're going to need there. You can just think: "I have no idea what tool is going to allow me to clear this obstacle, but I'll take a picture for reference."I’m seeing a lot of praise for the screenshot feature, but doesn’t dread already do this “better” what with highlighting the different interaction points on the map and letting you highlight them?
I suppose this being more open ended could lend to more creativity but i dont know
I was just thinking about that too. Just marking the problem instead of giving you the solution is a bit more in line with the general exploration loop.You can just think: "I have no idea what tool is going to allow me to clear this obstacle, but I'll take a picture for reference."
Yep. There's some spicy platforming ahead of youAnd dang the platforming really ramps up in the Archives/Temple of Knowledge, huh?
Unfortunately, no, that’s a very bad sales performance. The bottom of the top 20 means probably sub-50k sales, and who knows WTF happening on Xbox there (probably 4-digit sales??) — and this is release week. It’s bombing.
Kiana is demolishing me over and over again. Haven't even got past the half way point of her health bar.
On the flipside though it means that you're pretty coolGamestop finally got my copy in. I went to go pick it up this afternoon, and the guy behind the counter told me I was the only person to preorder the game. That’s a bummer.
Of course I am. You need to be pretty darn cool to rock an Elmo avi.On the flipside though it means that you're pretty cool
Dude has moves and bars. Pretty cool.Of course I am. You need to be pretty darn cool to rock an Elmo avi.
Speaking for myself, I don't take notes so leaving a marker just means I'll remember something is there but I won't really be sure what or why I didn't take care of it before. The screenshots let me pan around after I get a new ability and say, "Hey, I think I can do that thing." And then I can!I’m seeing a lot of praise for the screenshot feature, but doesn’t dread already do this “better” what with highlighting the different interaction points on the map and letting you highlight them?
I suppose this being more open ended could lend to more creativity but i dont know
Haha yeah it's kinda hilarious how obvious some of the influences are! The Manticore boss is another clear example - "inspired" by Dread's starter boss .Oh hi Mantis Lords, nice to see you’re exploring other games
I cannot separate Sargon’s voice from that of Orlando Bloom.
For me, the biggest inspiration/similarity to Hollow Knight is the locations where you can buy maps of the area. The sound cue is pretty similar to how the Map Maker in HK works.Also, I noticed quite a few whispering sound effects that sound a whole lot like Hollow Knight. Maybe that's a little too much "inspiration", as the whispers in HK relate to the Pale King and thus have story/world building significance... but maybe PoP will find it's own explanation for the sounds.
Usually when I hear reviewers remark that a game is "deep" and "challenging," I experience a slight bit of terror. As much as I delight in conceiving devious puzzles for others, my own gamer skills are far from hardcore. (Ask anyone who's ever been on a development team with me.) But within the first hour of taking controller in hand as young warrior Sargon, I found myself enthralled by this team's fresh vision of ancient Persia, and determined to fulfill my epic mission to save a prince. Challenge accepted! The glowing reviews are justified:
I'm especially glad that The Lost Crown has such an authentically Persian flavor — from the stylish visuals and music to the mythological underpinnings. (I'm playing it in Persian, of course, with subtitles.) Timeless elements of Persian culture like Simurgh, Mount Qaf, and Athra that I've long wished to see in a Prince of Persia game are woven into the universe within a coherent gameplay and story framework. I can't wait to discover everything the team has put into it.
So, I haven't picked up on any whispers because I have to play with my sound pretty low most of the time. That said, it might actually be a callback to Sands of Time. In that game, every save point infused Prince with the sands of time such that he could see the immediate future. While that played out, increasingly loud whispers complemented the preview of things to come in the story. I think the whispers occur elsewhere, too, but that's the part that comes to mind for me.On a more critical note, I wish this game had a minimap or a way to quickly view the map without going into a menu with that loud WOOSH sound.
Haha yeah it's kinda hilarious how obvious some of the influences are! The Manticore boss is another clear example - "inspired" by Dread's starter boss .
Also, I noticed quite a few whispering sound effects that sound a whole lot like Hollow Knight. Maybe that's a little too much "inspiration", as the whispers in HK relate to the Pale King and thus have story/world building significance... but maybe PoP will find it's own explanation for the sounds.