Ubisoft Entertainment • 2024 • PlayStation 4, PC (Microsoft Windows), Mac, PlayStation 5, Xbox One, Nintendo Switch, Xbox Series X|S
Yes—Prince of Persia: The Lost Crown is worth it if you want a tightly made action game that feels great in your hands and respects your time. Its biggest strength is how cleanly movement, combat, and exploration feed each other. Every new power makes old spaces more interesting, boss fights reward learning instead of grinding, and the map tools cut down a lot of the usual genre frustration. It is especially easy to recommend at full price if you love platforming, readable challenge, and the satisfaction of getting better over a 20 to 30 hour run. Wait for a sale if you mainly play for story or character drama, because the plot does the job without becoming the main reason to show up. Also wait if you know you dislike revisiting older areas with new abilities. Skip it if backtracking, parry timing, or focused platforming usually bounce off you. For the right player, though, this is one of the clearest examples of a game asking for steady attention and paying it back with constant momentum.

Ubisoft Entertainment • 2024 • PlayStation 4, PC (Microsoft Windows), Mac, PlayStation 5, Xbox One, Nintendo Switch, Xbox Series X|S
Yes—Prince of Persia: The Lost Crown is worth it if you want a tightly made action game that feels great in your hands and respects your time. Its biggest strength is how cleanly movement, combat, and exploration feed each other. Every new power makes old spaces more interesting, boss fights reward learning instead of grinding, and the map tools cut down a lot of the usual genre frustration. It is especially easy to recommend at full price if you love platforming, readable challenge, and the satisfaction of getting better over a 20 to 30 hour run. Wait for a sale if you mainly play for story or character drama, because the plot does the job without becoming the main reason to show up. Also wait if you know you dislike revisiting older areas with new abilities. Skip it if backtracking, parry timing, or focused platforming usually bounce off you. For the right player, though, this is one of the clearest examples of a game asking for steady attention and paying it back with constant momentum.
Players consistently praise how good simple actions feel, from dashes and parries to basic sword strings. Even mixed reviews often say the controls carry the whole game.
Even very positive players often describe the plot as serviceable. The action and exploration do the heavy lifting, while the cast leaves less of a lasting mark.
Some returning fans love the bold look, while others feel the visual style and character tone do not match what they wanted from this name.
The interconnected world lands well because screenshot pins, markers, and ability-gated returns help players track leads without turning exploration into busywork.
Players who go beyond the credits sometimes find collectible hunting and repeated zone revisits more tedious than the main adventure, especially near the end.
Many players call out the flexible challenge and navigation settings as a real strength, letting them smooth rough edges without stripping out the fun.
Players consistently praise how good simple actions feel, from dashes and parries to basic sword strings. Even mixed reviews often say the controls carry the whole game.
The interconnected world lands well because screenshot pins, markers, and ability-gated returns help players track leads without turning exploration into busywork.
Many players call out the flexible challenge and navigation settings as a real strength, letting them smooth rough edges without stripping out the fun.
Even very positive players often describe the plot as serviceable. The action and exploration do the heavy lifting, while the cast leaves less of a lasting mark.
Players who go beyond the credits sometimes find collectible hunting and repeated zone revisits more tedious than the main adventure, especially near the end.
Some returning fans love the bold look, while others feel the visual style and character tone do not match what they wanted from this name.
It fits weeknights better than most exploration-heavy games. You can make real progress in an hour, though long breaks mean a short reorientation lap.
This is a finite adventure, not a forever game. Most people will feel satisfied in about 20 to 30 hours, which makes it a very manageable project if you play a few nights each week. It also fits real schedules better than many exploration-heavy games. You can pause instantly, play offline, and usually find a clean stopping point after reaching a Wak-Wak tree, unlocking a shortcut, or clearing a side room. Sixty to ninety minutes is the sweet spot because that is long enough to explore, fight, upgrade, and still end with a clear sense of progress, but shorter sessions can still work. The main catch is coming back after time away. A week off will not ruin the save, yet you may spend your first few minutes remembering your controls, your current objective, and which blocked routes matter. The map tools help a lot, especially the screenshot pins. There are no social obligations at all, so every bit of time you give it is on your own terms.
You're rarely overwhelmed, but you're almost always engaged. Rooms ask you to read space, enemy tells, and route options with more care than a laid-back action game.
This is the kind of action game that rewards being present. Most rooms ask you to watch enemy tells, read trap layouts, and notice where a suspicious ledge or wall might connect back later. The thinking is practical and immediate, not menu-heavy. You are rarely solving giant logic problems. Instead, you are making fast judgments about timing, spacing, and whether to keep pushing forward or peel off into a side route. That means it is not great background play while you scroll your phone or half-watch TV. If you look away in the wrong room, you can miss a parry window or mistime a jump. The good trade is that the game feels wonderfully smooth once your brain locks in. As the map becomes familiar and movement powers stack up, you stop feeling busy and start feeling sharp. It asks for real attention, then pays you back with that satisfying flow where movement, combat, and exploration all click at once.
Easy enough to get rolling, rewarding enough to grow into. The game teaches clearly, then asks you to sharpen timing and movement over time.
Getting started is smooth. The first few hours teach movement, fighting, and map rules clearly, so you can understand what the game wants without outside help. Where it gets interesting is the middle stretch, when your toolkit expands and the game starts asking you to combine dashes, air control, parries, and route memory more confidently. That is where skill growth becomes the reward. You are not dealing with hidden systems or obscure math. You are building muscle memory, learning boss rhythms, and noticing how a new power changes older spaces. The learning process is also kinder than many games in this style. Fast retries, good guidance options, and strong difficulty tuning mean frustration does not have to snowball. On default settings, expect a solid challenge that asks you to improve, not a brick wall that expects perfection. If you enjoy feeling yourself get better room by room, it is deeply satisfying. If you want something you can fully coast through on instinct alone, it may feel more demanding than you want.
Pressure comes in bursts, not all night. Bosses and trap rooms can make your palms sweat, then exploration quickly lets you breathe again.
The pressure here comes in waves. A boss can absolutely make your heart rate jump, and some trap rooms ask for enough clean inputs that you will sit up straighter in your chair. But the game does not stay at that pitch for entire sessions. Between the spikes, you spend a lot of time exploring, collecting upgrades, and taking on smaller fights that feel challenging without becoming exhausting. That balance matters. This is closer to exciting action than punishing misery. When you fail, you usually lose a short stretch of progress, not half an evening, so the game encourages one more try instead of making you dread mistakes. The tone helps too. It is serious and stylish, but not oppressive or horror-driven. If you like action that occasionally gets sweaty without leaving you wrung out, it lands well. If you are completely spent after a long day, save boss pushes and precision platform rooms for a night when you have a little extra energy.
Games with a similar rhythm and feel, even if they look different