THE MAKING OF Castle Mastle
The whereabouts of the princess in Incentive’s fifth 3D masterpiece was known to players from the start. She was being imprisoned in a tower in Castle Eternity and once you managed to get close, there was thankfully no suggestion she’d be whipped away to some other fortress.
It’s just as well, too, because after hours, days, weeks or even months of exploring the nooks and crannies of the castle and teasing your brain with myriad puzzles, the last thing you’d want to do at that moment in time is go through it all again.
You’d triumphed. Glory was yours. And yet you could, if you so wished, play the whole thing once more, this time as her twin, the prince (or the other way around if you’d chosen the princess first).
This was the deep nature of , a game in which you could be either the prince or princess and have a slightly different experience with each. “It gave gamers an extra reason to play again,” says Incentive boss, Ian Andrew. Even so, the crux of the plot was the same. One of those characters would end
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