That narrow line is going to be our path. JFN: And the big challenge is really to find that narrow line where we can modernize the game while not distorting the original experience for fans, but still able to offer something new for newcomers. But the way it's delivered, we have new ways that stories have been told in games over the past 20 years, and it allows us to be a bit more nuanced and refined in the way we execute the story. And when we as a team look at some of the things that need to be refined, even the story – the story will remain true to itself. The movement is a big one for us, but combat will get a similar treatment, because of how movement is evolving. I think part of remake-versus-remaster is that there really is some degree of refinement in every aspect. MM: That refinement is actually kind of across the board. You mentioned that movement is something that can be modernized what else about the original needs to be updated or refined? For example, the theme, the fantasy – it’s still very modern, and at the same time its setting and storytelling are still pretty unique, which makes this game very relevant and worth playing for new audiences. So, we see these ambitions, and we'll be able to better deliver them to our players. When we did our research for the remake, we were able to see the ambition and the intention of the original team they had a lot of limitations that are not necessarily there for us nowadays. JFN: Yes, we have access to tons of documentation. How do you even begin to approach remaking a 20-year-old game? Are you able to use the original production materials, either as an inspiration or as a guide for what you're doing? That kind of thing is more than just technology it really is us as game makers having evolved, and understanding that for players, simply picking up a polished version of the original would not meet their expectations. Ubisoft Montreal has developed a strong expertise in that, and we are looking at how we take those lessons and apply them to the spirit of a game like Prince of Persia. And yes, there is technology that lets us execute that better – but there are also expectations from players, in terms of other modern games, of what it means to actually control a character. In the case of The Sands of Time, it's about how you would preserve those things that are still strong, right? One of the gameplay cornerstones of the original game is how the Prince moves around. I do not think a remaster would take enough of those evolutions into account I think you need to do a remake in order to truly evolve the game to meet a modern context. Michael McIntyre: It has been 20 years since the original game was released, and not only has technology advanced – which of course you would need for a remaster – but I think we, as players and game-makers, have evolved since that time. Why is it important to approach this as a remake rather than as a remaster? It’s still in an early stage, and players should not expect to hear more about the game this year, but rest assured that we’re all putting our strengths and heart into this project. Now, we're building up the team, defining the priorities, putting prototypes together, testing elements, and looking at how we can include community feedback in the development as well. Since we took over the project, we've been looking at feedback from the community and finding our own way of delivering the game. JFN: In terms of the development stage, we're in conception right now. It's a pretty exciting time.Īt what stage is Prince of Persia: The Sands of Time Remake at now? And there's a bit of pride to be able to take a second look at the game and identify the new tech we can showcase the Prince’s journey with, and bring the Montreal expertise that we've developed – on storytelling, on gameplay, on art – and leveraging the knowledge we have built since the original Sands of Time came out. That's a big deal for everyone in Montreal, I will be honest. Jean-Francois Naud: Ubisoft Montreal is the birthplace of the original Prince of Persia: The Sands of Time and, well, that's a big deal. What is Ubisoft Montreal bringing to Prince of Persia: The Sands of Time Remake? While the project is still heavily under wraps and won’t be at Ubisoft Forward in June, it’s very much alive – and Ubisoft News had a chance to speak with Producer Jean-Francois Naud and Game Director Michael McIntyre about its status, what it means to Ubisoft Montreal, and what made The Sands of Time such a unique experience. Last year, Ubisoft announced that the Prince of Persia: The Sands of Time Remake project was moving to Ubisoft Montreal, where the studio that created the 2003 original would take over development.
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