NewsUpcoming Games

1993 Sequel to ‘Prince of Persia’ Getting a Mobile Remake

TouchArcade Rating:

The original Prince of Persia is a landmark in video game history for its unique game mechanics and visual style, which felt way ahead of their time for 1989. In 1993 a sequel was released titled Prince of Persia: The Shadow and the Flame that followed in the original’s footsteps, and today Ubisoft announced that a remade version of that sequel is set to hit mobile devices in the near future.

Similar to the remake treatment that the original game got with Prince of Persia Classic ($1.99), the revamped Shadow and the Flame will keep the original story and gameplay elements for the most part, but will ratchet up the visuals and will add in a more modernized set of features and changes tailored towards mobile.

Specifically, Ubisoft notes that the “trial and error" style play of the original has been made more forgiving, and that combat is more tactical and skill-based. They also mention the addition of an in-game store which will sell items to “enhance your experience" like additional weapons, combos and potions.

Whether those changes will add to the game or simply take away what the original fans loved about Prince of Persia: The Shadow and the Flame remains to be seen, but I do have to say I liked the Prince of Persia Classic remake quite a bit so I’m excited to see how this turns out. No specific release date or price was mentioned, but keep an eye out for the Shadow and the Flame remake to hit mobile sometime soon.

  • The Other Brothers

    Pocketgamer - "The Other Brothers has the potential to be the best mobile platformer of 2013. Seriously." - To…
    TA Rating:
    $0.99
    Buy Now
  • 24 Comments

    1. Maarten Van Gent

      The new control options finally make the game playable for me. Great game!

    2. Robo Rex

      Just seems like toucharcade would have reviewed this game the week it came out if there wasn't such a broken control system. Every game deserves to be on the same playing field but I imagine this will at least not be as damning as your original article.

    3. Alex

      Blah blah blah. If there was any real beta testing done, you would know how horrible these controls were and to not even put in an option to keep it static on release day was idiotic at least.

    4. dylanmannen

      Icade <3 wooo :D

    5. JohnGreenArt

      The control options are a GREAT improvement to the game. While I still fine the character a little floaty (jumping onto and staying on ladders precisely is still a little wonky, as is figuring out where a platform edge ends exactly, or an enemy's hitbox is) with the option to have the controls stick in place I'm no longer accidentally sliding the d-pad around the screen.

      What I haven't been able to really figure out is the difference between the fixed digital and the fixed analog. They are both virtual d-pads locked in place, and seem to control the same to me. The floating joystick feels different from them and is like the original controls, but I can't tell what makes the two fixed options different from each other.

      1. drloony

        Jeeze, how much difference do you think there is between digital & analog controls? Your trying too hard

        1. JohnGreenArt

          Wow, why is everyone so angry in this thread? I *know* what the difference between analog and digital controls are. What I'm saying is, having played BOTH options on this game, the fixed analog and fixed digital PLAY THE SAME. I have not noticed any difference in how those two differently labeled schemes actually work in *this* game. I can still move diagonally on the ladders with either. If there is a difference, it is so slight that it's not enough to be noticeable while playing. Also, d-pads are almost always digital on real life controllers while control sticks are analog. So why does the fixed analog scheme not use a control stick for the visual like the floating analog does?

    6. GiHubb

      The controls in my opinion are not the game's biggest fault but actually the finite lives. In games like Super Meat Boy and League of Evil, failing a level wasn't much of a setback as levels were extremely short. Failing a level here requires going through a huge level all over again, this is simply nuts and frustrating. I gave the game a second chance and dusted of my iCade (who knew it could gather so much dust?? Quite a dusty competition with my Wii!), and even though it's a lot smoother with the iCade, I still quit in disgust after failing level 5 for the 3rd time, I just couldn't tolerate having to restart. Simply by adding an "easy" difficulty with infinite lives would solve this. Oh and having to jump on enemies multiple times and having them react in a seemingly random manner is not much fun either. A 2 out of 5 for me. But yeah, it's got nice retro graphics, happy times.

      1. JohnGreenArt

        I'm enjoying the game, but agree with your points. The checkpoints in levels are nice, but if you've got no "pigeons" and die enough, you start from the beginning of the level anyway, which is just annoying. Either the player needs more health to start, or infinite lives from checkpoints. Also, an arrow or map or something that tells you which way the exit is would be nice, too, because most of the time I'm dying from not knowing what direction to go (the exit isn't always to the right, which isn't clear.)

        Oh, and the hit boxes for enemies seem small. You have to land directly on their heads, if you're just slightly off you lose pigeons. The human enemies move pretty fast it's hard to get them just right, and I'm lucky of I manage to catch back one pigeon I've lost.

      2. Ragnar Dragonfyre

        It's an old school game made by old school gamers. Games used to have finite lives and continues. It was part of the challenge.

        Heck, we're lucky they didn't decide to make you start over completely when you run out of lives.

      3. Dams

        You must be a kid. All games on NES, SNES and other console at this age were life limited and hard, and required what we called back in the days : skills.

        But now kids don't like when there is challenge. Everything should be easy and without consequences.
        Entering in the real life will make you depressed, aha !

    7. dariusjr98

      I wanted to try this game, but didn't want to yet because of all the overwhelmingly bad things I heard about the controls. Seems like now is my perfect chance.

    8. rco

      I think it should be obvious that great platformer controls can't be thrown together in two days. While the new controls are an improvement, they're still well below average for iOS virtual controls. For me, the game is still unplayable.

      1. s2cissor9s

        I feel the same way. The mutant mudds controls are the best I've seen so far.

    9. Dams

      Seems i was the only one that liked the old controls...

      Players are like grandma now, don't change their habbits ahaha...