Prince of Persia Review

Prince of Persia Review

Sep 24, 2012

Ubisoft just dropped Prince of Persia on Android fans. You know what?

It’s about time.

For fans of the Prince of Persia franchise, this will be welcome news. For others, it will be a gateway to fandom.

I was pleasantly surprised by the way the developer designed the gameplay. It is always tricky porting a popular PC/console title to mobile OSes, but in my estimation, Ubisoft comes as close to making it happen as I have seen. Any qualms I might have had about the 2-D nature of the game were summarily quashed as soon as I got my fingers on the screen.

Working to save the ubiquitous damsel in distress, I guided our hero through a dark and trap-laden structure, with sword-wielding guards serving as extra garnish. I learned how to use levered squares on the ground to open up gates. A lot of jumping, crouching and running were involved. Timing was everything, or else I would fall to my demise with sharpened stakes. Visual cues were important. Red stains on the ground meant danger, and I learned to avoid or jump over those parts. Invoking Kenny Rogers, I had to know when to hold ’em, and when to fold ’em; early on, I learned taking on a swordsman with my bare hands was foolhardy. There were different paths on the map, but not all were made equally.

And the map did help with navigation. It was a nice addition to the gameplay, as it gave you a visual representation of your location and your goal. There were a number of different ways to get there, and I liked the explorative idea behind movement (there was the option to work with guidance).

Another cool aspect was the sword-fighting. Assuming I had procured the right equipment, I could take on Jaffar’s minions, using a sword and shield. Graphically, the presentation was simple, but I found it effective, especially within the storyline. Tossing in stats with a social neworking element was an innovative way to keep folks coming back. It’s rare for me to find a game that literally makes it tough for me to review because I can’t put it down. Thanks a lot Ubisoft. Thanks.

Theme Thursday: Typo

Theme Thursday: Typo

Feb 23, 2012

Another week, another theme, and we have one last GO Launcher theme for a while; this week we’ve dug up a nice little theme called Typo White. While nothing crazy or outlandish, for those looking to give their phone a cool retro-pop-art look, this might do the trick. Typo replaces the stock system apps with amazing text-based icons that do a great job to incorporate the app they are representing. It is very easy to tell that the developer here went the extra mile to put that elusive polish onto a app that could have easily just been passed off as another tired theme. The major issue, however, is the lack of these icons, for a theme a big goal is to make everything uniform and a major way is by making as many theme icons as possible. While gorgeous, the selection of only stock Android apps does disappoint as it still makes non-standard apps look slightly out of place.

But looking past this, when everything is as planned, this theme is kind of curiously striking. I enjoy the almost retro look of the wallpaper and the total loss of 3-D effect is something novel and a great change of pace. The tiny text icons and the included wallpaper gives a nice retro look, although the bright, flat white background will take a toll on battery life. Fortunately, Typo also comes in a bold dark theme that plays just the same as the white but presumably is less of a burden on our already overtaxed batteries.

As in my last review for the GO Launcher theme Touch, Typo really benefits from a nice text widget to display the date and time due to its flat, 2-D nature. For the regret-free price of free, those sporting GO Launcher should at least take a cursory look into Typo White or Typo Black.