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Prince of Persia: The Lost Crown’s accessibility options are a neat deconstruction of metroidvania designUbisoft drops two new trailers

Ubisoft drops two new trailers

Image credit:Rock Paper Shotgun/Ubisoft

Image credit:Rock Paper Shotgun/Ubisoft

Sargon crosses his arms ready to strike in a special attack in Prince Of Persia: The Lost Crown

I have been bouncing offPrince of Persia: The Lost Crown, partly because the new protagonist design leaves me cold, and partly because it being a 2D affair has me yearning for something closer to the 1989 Apple II original, with its finicky platforming and sword-fighting. Katharine says it’s decent, however, and the latest trailers are intriguing. One is an overview of the new metroidvania’s locations, of which you can read much more inKatharine’s last preview. The other is a quick dive into the game’s approach to accessibility, which appears to be a lot more holistic than you’ll find in many games.

Prince of Persia: The Lost Crown - Accessibility Deep DiveWatch on YouTube

Prince of Persia: The Lost Crown - Accessibility Deep Dive

Cover image for YouTube video

I can’t speak to how well these settings hold up in practice for people with different needs, of course, but it’s always good to see a developer not just introducing accessibility options, but framing accessibility as a core structural element rather than some kind of compromise applied once the game is made.

The world trailer paints an appetising picture, too, though it’s not enough to quell my yearning for an old-school Prince of Persia successor, with zero wall jumps or aerial combos. Do you miss those crumbling palace hallways?

Prince of Persia: The Lost Crown - World TrailerWatch on YouTube

Prince of Persia: The Lost Crown - World Trailer

Cover image for YouTube video