By Joseph Leray

According to an IGN interiew with Ubisoft Montreal CEO Yannis Mallat, the “Prince of Persia” series is being “paused,” for the time being.
“Brand management is a tricky thing,” he said, explaining that some games can be put on hold and then “suddenly [pop] up because a team is willing to do it.”
“We sometimes iterate on franchises and sometimes we give them time to breathe and time to grow, or time to rest,” he elaborated. “‘Prince of Persia’ is as important as any other franchise for Ubisoft.”
The Montreal-based studio brought “Prince of Persia” back to the forefront of the games industry with the “Sands of Time” trilogy during the mid-2000s, after letting Jordan Mechner’s original games “rest” for almost a decade. “Prince of Persia: The Forgotten Sands” was released in 2010 in conjunction with a Jake Gyllenhaal-starring film of the same name, though it technically takes place amidst the events of earlier games.
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This is "Prince of Persia" producer Ben Mattes defending the controversial no-death difficulty mechanic in his game at a small Ubisoft gathering of press and developers last night. Instead of the player dying after a failed jump in Mattes' game, they would be rescued by a partner character Elika and placed on the last flat piece of land they had touched:

Outside of blurry cell phone photos, we know little about the Jerry Bruckheimer-produced
In response to posts here at Multiplayer, "Prince of Persia" producer Ben Mattes has explained just what his team was trying to borrow from "Shadow of the Colossus" -- and provides a spoiler-free justification for the game's controversial ending.
This is the last Diary entry from me for 2008. Thanks to everyone who kept with it and helped it evolve into what I think is a fun conversation-starter each day.

