Ok, putting my issues aside and accepting that the moment-to-moment action can be fun, I’m still struggling with some of the takes on this game. I was just reading an article arguing that The Lost Crown does something unique with the way it implements the double jump.
One of my favorite things about Prince of Persia: The Lost Crown is that up until I unlocked the double jump, I didn’t know that was going to be one of the game’s upgrades. Part of me expected it, because it's such a staple of the genre, but it comes so late in the game, and I had accomplished so much without it, that I didn’t think I actually needed it. The brilliance of the way The Lost Crown buries the double jump is the way it convinces you that it’s unecessary, but then quickly reveals how important it is once you have it.
This made me scratch my head a bit because during the opening tutorial sections of the game, when the game demonstrates the photo function of the map, the tutorial specifically highlights a chest that you can’t reach without a double jump. My very first thought was precisely the opposite of this author’s. I knew I’d need a double jump and that it was being foreshadowed.
The article goes on to say:
You get the double jump, called Gravity Wings, after defeating a snake boss called Azdaha in the Pit of Eternal Sands. This is the lowest biome in Mount Qaf, and it's no accident that this is where you earn the double jump ability. As you exit the pit and travel up the tall corridor that connects it to the Sunken Harbor, you’ll find yourself in one of the main thoroughfares that you’ve traveled through many times while collecting the keys to access Azdaha. There isn’t anywhere new to go here - the next step is to explore the four corners of the map with your new power - but as you exit the pit you’ll feel the power of the double jump immediately.
It was very clever of Montpellier to make the air dash the first upgrade you find, because it satisfies the need for an early mobility upgrade, and makes you forget all about the double jump until you finally find it much later. The combination of air dash and double jump is also where the platforming in The Lost Crown hits its peak, and the game gives you plenty of time to get comfortable with air dashing before introducing the more complicated relationship between the two abilities.
Again, scratching my head, I couldn’t help but think “gee, all of that sounds familiar.” And maybe it’s because I just played Hollow Knight and maybe I’m attributing too much to similarities but let’s lay this out:
The Lost Crown has a double jump received late in the game (but not last among the abilities) called Gravity Wings. You earn them at the lowest spots on the game map and when you receive them they trivialize the trek back up the mountain that was previously perilous.
Hollow Knight has a double jump received late in the game (but not last among the abilities) called Moth Wings. You earn it at one of the lowest spots on the game map and when you receive them they trivialize the trek back from the Ancient Basin that was previously perilous.
The air dash is the first traversal skill you receive in The Lost Crown which serves as a mobility upgrade that makes the double jump less necessary until later in the game.
The air dash, or Mothwing Cloak, is the first traversal skill you receive in Hollow Knight serves as a mobility upgrade that makes the double jump less necessary until later in the game.
The article concludes with an argument that the game’s final upgrade is fairly conventional, which makes the Gravity Wings standout even more as something clever that Montpellier did and closes out, saying
There are a lot of wrong ways to do the double jump, but luckily, Prince of Persia: The Lost Crown does it right.
That could very well be, but I think a lot of design originality is being attributed to a game that clearly borrows ideas directly from other Metroidvanias. That’s not a bad thing, games don’t have to be completely original to be fun. And I think it’s fair to give this game credit for feeling polished and fluid. But originality is not something that it impressed on me throughout the sections I played so far, despite what this article seems to want readers to believe.