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When considering light entertainment, there is a danger in bringing too much
context and weight to the analysis. Not every moment of our leisure media
consumption need reflect the complications and difficulties of what is somewhat
quaintly called the real world, as if it were so necessary to distinguish it
from the myriad fake worlds that both modern technology and eternal imagination
make so accessible. But sometimes the real world can’t be ignored.
Prince of Persia, the new game from Ubisoft that is meant to revamp the
franchise that is now two decades old, is certainly light entertainment. It is
gorgeous to behold, with a hand-painted visual style demonstrating that as
high-definition graphics grow more advanced, they come to look less electronic,
more organic rather than more digital.
On a purely biomechanical level — the delicate composition of finger movements
with which a player interacts with a game — Prince of Persia is also a triumph.
It is perhaps 2008’s archetypal platforming game, built around jumping,
climbing, leaping, running along walls and even attaining the illusion of flight
in moments of balletic grace. Rather than force the player to master a dense
menu of complicated commands, Prince of Persia makes a formidable palette of
acrobatics available with the press of only a button or two.
Simply as a game, as a visually engaging and manually satisfying 15-hour
collection of environmental puzzles (How do I get to that ledge up there?) and
battles with foes — the prince and his companion, a princess, must restore life
to a world that’s been desiccated by evil — this is the best installment in the
series since 2003’s Prince of Persia: The Sands of Time.
And yet I have never been fully comfortable approaching the Prince of Persia
games simply as a diversion, and it has been difficult over the years for me to
let the series off the hook for invoking a specific real-world culture so
cavalierly. What are we to make of a “Prince of Persia” who talks and behaves
like a 17-year-old American mall rat? A “Prince of Persia” with blue eyes, fully
Anglicized facial features and what looks like a tan he picked up on spring
break? Is it taking a video game too seriously to shrink in distaste from such
characterizations? In fairness, the new Prince of Persia does not claim any
historical or cultural authenticity; the game is set in a fantastic magical
realm rather than in a rendition of any real place. But does that absolve the
game of any responsibility?
I think not. I played the original Prince of Persia in 1990, and at the time I
did not really know how to express my unease. One year later I read the seminal
work of the scholar Edward Said, “Orientalism.” A controversial and influential
academic figure, Mr. Said contended that the West had spent centuries
romanticizing and fetishizing the cultures and peoples of Islam as a tool of the
West’s own political and military hegemony.
At the time I did not think my professors would appreciate a look at Mr. Said’s
work through the prism of a video game. But perhaps I underestimated them.
Perhaps they would have understood that even in the latest, most modern new
media, the cultural vocabulary accumulated over the course of history makes its
presence felt at almost every turn.
Many Americans have little understanding of the difference between Persia and
the Arab world. To most Americans the entire Islamic world is still the “other,”
as Mr. Said might have put it, something mysterious and unknowable and at least
a bit menacing.
Prince of Persia does not try to grapple with these issues. But by mere fact of
its name and Middle Eastern trappings, the game invokes and raises them. Yes,
there is danger and potential futility in taking works of mass fare too
seriously. Yet there is also danger in employing cultural symbols of such power
so blithely, with such a willful disregard for reality.
Prince of Persia is a great game, but simply being a video game is no longer
sufficient to earn a pass from being held to account for shaping the perceptions
and attitudes of its players. Not anymore.
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