I’m going to diverge from my typical theme for a bit here. After reading over a lot of the recent discussion over the newest Prince of Persia game, I was struck by how much disagreement there was about the ending. First I wrote a comment on one of the blog posts I was reading, but after some thought, I decided I should share my take on it in a more public location so people have the option to respond.
If you haven’t finished the game yet and you have any plans to see the ending for yourself, please don’t read anymore. Spoilers ahead. If you don’t care about spoiling the ending, this might not make much sense to you anyway, because I’m going to be mostly discussing the details of the story and the ending.
One thing that’s surprised me so far about the response to this game is that it seems nobody has been reading quite as much into the ending as I did. It seemed clear to me that the developers were trying to subvert some stereotypes with it, and I think they might have tried a bit too hard to be subtle. It may be that they had greater aspirations for the ending (and the story in general) and ended up scaling them back in the end, but left bits and pieces of their original ideals remaining in the ending. If this is the case, it’s hugely disappointing, because I believe Prince of Persia’s ending is far more interesting than it appears at a first glance.
Once Elika is dead, approaching the altar presents you with another vision. This by itself is kind of a big hint, from my perspective. Earlier in the game the developers try hard to establish that the visions are coming from Ormazd. If that were the case, what purpose would the visions have now that Ahriman is resealed and all is right with the world?
Another detail is the voiceover (which is unfortunately far too quiet, in my opinion) after Elika dies. If you turn on the subtitles, the voiceover’s only caption is ‘ahriman whispering’, which isn’t terribly surprising – but there’s something else at work here. There are *two* different voiceovers, with distinct voices and distinct tones, each telling you a *different message*. Only one of them has a subtitle, and that one is Ahriman. Who is the other voice? The Ahriman subtitle goes away when it’s speaking, so it’s not him. Based on the previous hint, I think it’s not too hard to come up with a plausible guess. The mere fact that Ahriman is able to speak to you even after Elika has sacrificed herself to seal him away indicates that your victory is far from total.
The third detail is less concrete, admittedly, but ties in with the first two: Throughout the game, you’re essentially cleaning up a mess that was created by the people who were supposed to be protecting the world from Ahriman in the first place (the Ahura). He was sealed away long ago where he could supposedly never harm anyone, locked in place by all these fertile grounds and whatever other plot mechanisms were keeping him sealed. Unlike in many traditional stories in this vein, he did not break free as a result of his overwhelming might, or through the actions of his willing minions – he was released, by one of the people who were supposed to ensure that he stayed locked away – of his own free will, without any manipulation or deceit.
Based on this, by sealing Ahriman away again, what has the Prince actually accomplished? This also ties in with some hints given to the player in some of the story dialogue, in that according to Elika, Ormazd is *gone*. Nobody knows where he is or why his presence is no longer felt, when clearly he was a strong presence in the time before Ahriman was sealed, and Ormazd was essential in dealing with Ahriman. Contrast this with the fact that according to the game’s story, Elika only gained her miraculous light powers AFTER her death and subsequent resurrection. These powers are clearly intended to have been granted by Ormazd.
Based on all this, here’s what I think:
Sealing Ahriman is the easy way out, and a hollow victory at best. Allowing Elika to die simply to lock away Ahriman is not defeating him at all, it is merely shoving the danger under the rug so that someone else can set him loose again in a few hundred years. It’s not a victory at all – it’s a short-sighted compromise, that gets you back to your thick rugs and loose women as quickly as possible (from the Prince’s perspective). From the player’s perspective, it provides a relatively quick ending to the story, and essentially ties up all the loose ends in the world – the girl made a noble sacrifice, the great evil is sealed, and the prince gets to go about his life.
But a lot of us don’t *want* that ending, because we know it’s not quite right. That’s why most of us kept playing after the credits rolled, and cut down the trees.
If the whole saga of Ahriman and Ormazd, Elika and the Prince, is supposed to be inspired by higher concepts – which it almost definitely is, at least to some extent – then really, the idea of defeating Primal Evil by merely sealing it away is ridiculous. Sealing away Ahriman did nothing to eliminate the evil within the other characters in the story – Elika’s father was willing to sacrifice the entire purpose of his existence in order to see his daughter again. You can easily frame this as a metaphor for the difficulty of confronting the human capacity for evil. Ahriman’s four surrogates (who provide the boss fights for most of the game) are, according to the story, all former Ahura who chose to serve him for their own personal reasons and motivations, instead of as a result of being ‘corrupted’ or manipulated or forcibly ‘turned’ to evil.
In all likelihood the inevitable sequel to this game will prove without a doubt that I’m imagining depth and subtlety where there is none. But for now, I’m going to remain cautiously optimistic and hope for something more than just another tired Light vs Dark saga with a shallow moral fable and predictable ending. Here’s hoping the next Prince of Persia game doesn’t disappoint!



#1 by Ninkazu on January 17, 2009 - 1:50 pm
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Those were the exact opinions I formed once finishing the game, and because of that, I quite enjoyed it. Of course the quick time events were annoying and shouldn’t replace traditional battle schemes (THANKS, GoW!), I liked the game so much I just kept going through each fertile ground. At the end when you cut down the trees and run away from the sandstorm, the reaction from Elika is confused, but with a tone of voice that is grateful. It hints at the two falling for each other instead of the prince simply thinking she was hot and wanted her alive to have his way with her.
What really pulled me in to this game was definitely the optional conversations you could have with Elika. Playing I-Spy was much different from any other game I had played, and honestly I liked the spirit of their conversations.
I give the game an A minus only because of the battle system. Everything else while others would argue made the game too much like SotC (all boss fights), I liked as a design, since I rather like to do puzzles uninterrupted and fight things that aren’t pointlessly waiting for me on some platform somewhere.
#2 by steven on May 24, 2009 - 5:43 am
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After reading this ‘story’ and the following comment, I’m quite satisfied about how the story ends.
I haven’t looked it that way directly, after ending the game.
I just hoped throughout the game for, well, at least, a kissing scene with the prince and Elika.
#3 by AJKahn on August 10, 2009 - 8:32 pm
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One of the better ways to look at the ending. Thanks for clearing it up for me, even though we don’t know if that’s what the developers wanted us to think
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Let’s hope the next Prince of Persia is better than this one… agree with you on that…
And now that I’ve read your article, the game’s ending doesn’t look quite that disappointing…
Thanks for a great article!
#4 by jvsilaya on October 9, 2009 - 2:52 am
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From my own perspective, developers try to integrate the ending to the player in reality. We are given two choices whether to bring Elika to life and destroy what she fight for or submit to Elikas desire to bring kingdom’s order.
What really intrigue me are the remaining light sparks. As you noticed after Elika’s death the light counter (at the top-leftmost corner of the screen) blinks as if it gives u a clue for something. Here’s what I understand, Elika always said that every light sparks count. These sparks refuel her energy and eventually sealed Ahriman but if we can accumulate all these sparks may be its enough to seal Ahriman and bestow Elika’s life.
Just hoping to bring Elika alive. hahahaha
#5 by Akis on January 20, 2010 - 6:46 pm
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Sorry about the Necromancing here (a year since this was written)… Really nice game! Great visual satisfaction but a bit repeatative as far as game-play is involved.
Anyway… I will have to disagree that the second voice (that has no subs) is someone else. Both voices are Ahriman’s…. At first I thought the second voice was contradicting but if you pay close attention to the meaning of the phrases you will notice that they either say the same things or complete each other’s sentences(thoughts) both about freeing ahriman and forsaking the light/Ormazd.
I like this touch, since a god could be neither female or male and yet both at the same time. She/He is a god after all… Both voices along with the music score have a mesmerising effect, almost hypnotic!
As for the idea of imprisoning an evil to get rid of it, I think it’s the only way you can ever defeat a god… A god (at least imho) can’t be killed or destroyed by mortals. Gods are something like ideas… They represent aspects of the human psyche. So imprisoning him may seem as a naive and not so thorough way to defeat evil but I don’t see any other way. Having both ormazd and ahriman in the world propably brings balance. I don’t know why Ormazd is gone but having only Ahriman freed would shift the balance greatly. And vise versa…
I don’t know if there would be a sequel but as the author said: “…the inevitable sequel to this game will prove without a doubt that I’m imagining depth and subtlety where there is none.”
#6 by Reza on June 30, 2010 - 11:14 am
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First of all I am persian and a sword master so i pretty much experienced my self as the prince character but about the story i agree with all the things said the point was according to the story line there could be two endings that none was totally happy or sad and both had ups and downs but the new thing about the game was that you could equally experience both endings without any emphasis on any of them and no matter how shitty cartoony the graphics or how seperate the story was from Pop1 2 3 i liked it the way it was and it gave me satisfaction and even more but about the kissing part i hoped such thing too
#7 by Solomon on October 28, 2010 - 7:57 am
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I ‘m just putting this out there but I think the player is meant to be Omazd, so in theory he never disappeared, that could even explain why the gameplay is so guided.