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Why is now the right time to bring back Prince Of Persia?
So that was the perfect opportunity, the perfect timing.
Mounir Radi:To be honest, we have tried in the past to push this concept.
We had iterations and we didn’t get the chance to push it further.
We had a lot of ideas to make it happen.
Jean-Christophe Alessandri:We had the opportunity and we had a lot of ideas.
What is your take on that?
Radi:It’s a human journey.
I see much more of the people here than my own family.
You have to be sure that everything in this game comes from your heart and not only your brain.
Elguess:Ubisoft Montpellier’s experience in platforming was very important for a brand like Prince Of Persia.
Also we have a great knowledge in animation, and this is something very important for the brand.
A lot of work on narration.
So I think that Ubisoft Montpellier was a perfect match.
You mentioned you started work on the game at the end of 2019.
How much of an impact did the COVID-19 pandemic have on development?
In conception, you have a lot to learn.
Unlike your previous platforming titles, you’ve incorporated more fully-formed combat situations alongside the platforming.
What were the challenges involved in that?
So it was very important to have a combat expert.
That was a perfect match to really work on the core gameplay.
And I think that the result is a very, very exciting game feel when you take the pad.
In a presentation, you mentioned wanting to bring back the “core ingredients” of Prince Of Persia.
What are they to you?
Radi:For me, first it’s a sense of adventure, epic adventure.
It was super cool for us to receive this answer.
So, from the beginning we wanted to come back to the mythology of Persia.
Because there are such rich elements, so many rich references.
You mentioned drawing from Persian references there.
How do you ensure The Lost Crown uses its influences in a sensitive manner?
This is the first step.
In our research, we get help from experts in this era.
Elguess:From the beginning we have tried to be very respectful.
It’s really about a back-and-forth discussion on stuff like this.
We want to bring some light to a mythology that maybe should be better known.
And I hope that that kind of intention and respect will be understood by our players.
You described the game as taking place in “legendary Persia.”
Could you outline what you mean by that?
But it was just a glance, a small part of what Persia has to offer.
We have Zoroastrianism, cool ideas like that corpses and corruption can affect water and fire.
A lot of those things were super cool, and we were excited to build up a new world.
We wanted to invite players to discover something else other than, you know, pillars.
Do you see this game as a reboot?
Radi:It’s not for me a reboot.
It’s a new chapter and I have to be humble there.
You mentioned accessibility features are planned, but aren’t ready to be shown yet.
Can you outline what those features will be?
Elguess:In fact there are two aspects really–accessibility and approachability.
In that kind of element we’re trying to give some freedom to players.
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