Prince of Persia: The Sands of Time Review
Any excuse to play it again...
Version tested: PC
Picture the scene. You're playing a platform game - it doesn't matter which one - and you've been stuck on the same chunk of the same level for the best part of fifteen minutes. You know exactly what you need to do, but you keep fouling it up and having to start again. Your eyes are narrowed and your blood is simmering as you stab the Retry button for the fifth time in as many minutes. All of a sudden though, you're in the zone! Pixels are connecting precisely, the timing is perfect, your path is almost clear, and then, just as you gather enough momentum and leap victoriously towards the final platform, a scuttling rodent of an adversary wanders into your character's knees, and you stumble sideways into a bottomless pit. Continue? Quit? Or throw your pad across the room and scream blue murder at the cushions and the coffee table?
An ocean in a storm

Prince of Persia is different. As the young and courageous prince, you abandon your father's invading army to scour the treasure vaults of the conquered Maharajah's palace, hoping to secure honour and glory and a souvenir of your first battle. And that you do, in the shape of the Dagger of Time, a magical trinket so powerful that it can freeze and even rewind time to undo your mistakes. It's one of the most significant evolutions in platformers since Mario 64. But although the TV campaign might highlight the Dagger's potential to keep you happy at the expense of the game's other charms, it's the quality of the construction of the game itself for which Ubisoft Montreal deserves most praise. Prince of Persia is quite simply the most intuitive and dynamic platform adventure of the year.
Every room sees your fingers weave an acrobatic, death-defying pathway for the prince, as outlandish moves flow into one another effortlessly. In the first hour alone, you'll find yourself running on walls to leap to adjacent horizontal bars, only to turn around at the top of your swing and launch yourself diagonally upward at the wall again, using your momentum to fire yourself back off the rocky surface at another horizontal bar farther up, which happens to be within swinging distance of a series of crumbling pillars, which you can also leap between just by pointing and bashing the jump button. Later on you'll probably end up climbing along a series of narrow ledges, avoiding the crumbling ones and launching yourself backwards just in time to catch another surface, dodging sequences of rotating knives and spike pits along the way.
When you enter a complex room and the camera scans around, there's no anxiety at the task ahead, and there's no shame in mistakes. If you run along a wall, misjudge the distances and leap to your death, all you have to do is hold the rewind button to fly back through the air, run backwards along the wall and regain your footing on the ledge from whence you came. When you're safe, you stop holding rewind. Even better, the chances are you won't misjudge the distance in the first place, because Ubisoft Montreal has worked hard to eliminate unsatisfying failure altogether - moving the camera so you can line up tricky jumps at odd angles and even painting shadows on the wall so you know roughly where to jump.
Regal

It strikes the perfect balance - a few niggling sections aside, it's challenging without becoming frustrating, as the prince dances balletically across the crumbling palace of Azad, skimming along walls, swinging between chains, tiptoeing over narrow ledges and leaping between stalactites, all the while the palace's defence system snaps sharply at his heels. Mistakes are quickly rectified, and every exotic set-piece is gloriously simple to control, with the flow of the gameplay matched by some beautiful lighting effects. An iridescent humidity hangs in the air throughout, as the Sands of Time sparkle and cloud round the prince's ankles, veils flap in the wind, parting as he rushes past, and the environment trembles and crumbles to counter his progress. Object and model detail isn't anything especially fantastic, but the environments are vast and often beautiful - the menagerie, the guestrooms and the cavernous home of a life-affirming fountain are amongst the highlights - and the quality of the animations - particularly the transitions between each of the prince's fantastical moves - are delightfully seamless. And by the end of the game, you'll share the prince's feelings for the heroine, Farah, thanks to some extremely expressive voice acting and CG cut sequences.
Ah yes, Farah - slender, curvy, subtly beautiful and another key to Ubisoft's success. As the female lead, she begins at odds with our hero - who along with his father ransacked her palace, killed her father the Maharajah and brought her as a gift to the Sultan of Azad - but quickly develops an attachment to him, which is borne out in some detailed cut-scenes (admittedly a little grainy in the PC version) that capture the intensity and desperation of their relationship. Having built up the relationship literally on a knife's edge - Farah wants the Dagger of Time to undo the horrors unleashed on Azad by the Sands of Time, and the prince can never quite escape the conviction that she might steal it - the developer plays with them both throughout the latter sections of the game, before wrapping the story masterfully in one of the best end sequences of the year.
Kicking sand

While Prince of Persia is not without its faults, the sum of quality elsewhere completely overshadows them - and given that they would be seriously niggling issues in any other game, that's quite a statement. There are plenty of camera issues, including plenty of fixed perspective swapping between adjacent areas, which regularly sends you back and forward unnecessarily (something I definitely don't remember encountering this much in the PS2 version), and although the dagger effects are useful in battle, slowing and even halting proceedings so you can strike at will, by the end of the game I had slipped into a pattern that left me rather cold whenever faced with opposition.
The prince has plenty of moves at his disposal, many of which match his Tomb Raidering endeavours for sheer ingenuity - leaping over an enemy's head to strike him from behind, using the scenery to knock enemies down, backflipping and rolling away from sword blows, and parrying and thrusting like an accomplished swordsman - but his adversaries are disappointing, quickly broken down into a number of easily identifiable builds with simple weaknesses. Chain men can't block the over-the-head strike, swordsman have trouble with off-the-wall attacks, the bats always fly away before they're done, the vulture-like birds are just plain tedious and annoying, and the women are largely useless (sorry girls). Most enemies continuously respawn until the prince dispatches a certain untold number, at which point the game cuts to a face-to-face shot of him sheathing his weapons to indicate the bout is over.
Granted, it's nice to see the prince's acrobatic exploration matched by some balletic swordplay, his beautifully animated sword and knife slinging antics, including all manner of dagger thrusts to finish off enemies, but all in all the combat feels underdeveloped, a poor relation to the rest of the game, and quickly becomes tedious and repetitive. Fortunately it also becomes straightforward enough to battle through without much ceremony. It just feels like a pity that more time couldn't be spent with some of these encounters; particularly the game's boss fights, which are almost non-events. Indeed, although the 3D exploration and puzzles regularly draw comparison to ICO - and deservedly so - POP's conclusive battle was actually rather unconvincing, whereas ICO's final confrontation was an almost perfect finishing touch.
Just deserts

In the end though, it's all rather easily overlooked next to the sheer artistry of Ubisoft's accomplishment elsewhere. The Dagger of Time has given us a 3D platform experience almost entirely devoid of frustration, which anybody playing Jak II or Ratchet & Clank 2 right about now would probably kill for; the adventure is seamless and beautiful; the puzzles often pacey, always gigantic, but never less than logical; and almost every last detail is finely tuned. Save points are neatly spaced and coupled with sepia-tinted flash-forwards, which foreshadow key puzzle elements and gameplay additions like chain-swinging without actually giving away solutions; health is regained by sipping on a steady supply of water, a dangerous diversion during a battle with teleporting enemies, but a great way of keeping up the suspension of disbelief; the demented logic of the palace defence system, which seems to focus on you far more than your demonic adversaries, is discussed and analysed by the prince's narration, and a perfect excuse for the scale of the prince's task... It's difficult to think of anything that feels out of place.
Thankfully, when played on the PC, The Sands of Time looks and feels almost identical to its PS2 counterpart. The higher resolution is nice, but it doesn't make a huge impact in a game where an ICO-style scale, unusual lighting effects and free-flowing animation are the main technical triumphs. On the other hand, with the right sound system it does offer a Dolby Digital 5.1 environment, which will come in handy during one infuriating trial-and-error puzzle late on (you'll know the one I mean when you get to it).
Clearly well aware that the game's fluidity was at stake, Ubisoft has also taken to bundling a PS2 Dual Shock 2-alike gamepad from fellow Frenchies Thrustmaster. Although the exclusive Prince of Persia "design" on the pad is a damp squib (and the huge box is left rather empty when the pad takes up permanent residence on your desk), it's still the ideal way to play the game, and at £34.99 it's an "Exclusive Limited Edition" bundle that won't break the bank. Although you can play the game quite happily on the keyboard, you'll be much happier with a pad in hand - it's just a shame that the skill tutorials, which slot seamlessly into the first section of the game, can't be updated to talk about the buttons on the pad. For first time players, it's sure to be confusing without a list of inputs stuck to the side of the monitor.
Timeless
Although it hasn't always enjoyed sales to match, Ubisoft's Christmas 2003 line-up has been the strongest of any publisher - with games like XIII, Rainbow Six III and Beyond Good & Evil worthy of all manner of superlatives - but in the end it's Prince of Persia which stands tallest, and Crystal Dynamics had better take serious note if they aim to resurrect the Tomb Raider franchise in 2005. If there's one final thing that deserves a moment's consideration, it's that Ubisoft's peerless achievement is marred by a rather slight runtime of between seven and ten hours (in fact, having finished it on the PS2 earlier this month, this PC version took just five), but like ICO, it's a game that will live long in the memory, and needs to be played from time to time just to refresh the senses and reinvigorate the gamer inside us all. There's very little distance between this and a top score, and it's done more for Ubisoft Montreal's reputation than a dozen Splinter Cells.
9 / 10
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Comments (60) Latest comment 8 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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"a very annoying puzzle at the end (wtf?)"
Which puzzle was this? I've heard people complain about some puzzle near the end but I didn't get stuck on anything at the end.
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However, as soon as the Prince takes out his sword and his dagger then things start to get really tedious. During combat, the camera swings around like crazy and is positioned in places where you can't see what you are doing. Blocking is nearly useless because enemies tend to pile up around you and you can't block all of 'em at the same time. The Prince also has a bit of a life on his own during combat. Sometime's he'll refuse to stab a "dead" enemy with his dagger to finish it off and he'll stab a "living" enemy instead. The first boss battle is incredibly annoying. Combat also becomes rather boring when you progress through the game. It's the same every single time.
Other than that though, this game is nearly flawless (except for some sound issues with the PC version which ofcourse wouldn't happen on a console version).
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You sound like a whiner when you say you put a game down after 15 minutes.
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Er? Um, so what? That's a cinematic sequence to get the story going. And of course the game repeats itself when you reload. This is a jump and run/puzzle game, of course it's linear. Every game of this kind is linear, unless you count the option to change the order in which you solve the (in itself linear) levels in other jump and runs as non-linearity. PoP makes more than up for it with the story and level design, which couldn't have been done non-linear of course.
More and more people seem to think that non-linearity is a sign of quality - which is rubbish, imo, it depends on the game and the genre - would it have been possible to create the magic that is Ico in a non-linear game? No, and it's the same here.
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Five what? Days?
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To be completely honest (being lucky that none of those friends visit this site) I trust your judgement more, but still it makes me wonder if the praise isn't just a tad too much.
Maybe this is not a game for casual gamers somehow?
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I am wearing fanboy glasses? Because I like the game? Riiiiiight. I already said it's linear, which is imo a good thing. for that genre. And that PoP has no personality is, hands down, the most ridiculous statement I've heard in a long time. But we can end the discussion here, seeing that you said you've played it for 15 minutes.
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I don't think you'd want this kind of game to be non-linear - imho, it would lead to a lot of unnecessary back-tracking, and up the frustration levels.
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Read back a bit, Razz: "a rather slight runtime of between seven and ten hours (in fact, having finished it on the PS2 earlier this month, this PC version took just five)"
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We live in hope!
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One problem I found within the PC version was after I completed the stairway puzzle with dirty gurlie in the red number and defeated the guards I was faced with finding my way out the chamber - which was none too hard - but where was the lady?? She was gone!! Now I managed to find her when I opened the chamber door and she promptly drops out the sky and splats on the floor. The only way round this was to either begin the level again or borrow someones saves or cheat - I opted for the save.
This was not the worst thing about the game for me though - that was the *odd* control* method chosen whereby left is not always left - its sometimes back or forward? I think the game would have been a little better for me had it had a Soul Reaver/Hitman style control method. The camera also works against you on the PC version - when you neeed to see from behind the character and time a wall run the camera would not allow this as there was a wall behind you and you had to rely on changing to first person or landscape camera views - but that is no massive issue.
However, to stop playing a game after 15 minutes and complain about the scripted events is being pedantic - I mean does 15 minutes even see you past the training in PoP?? Seems to me that one or two bods decided they would not like this game before they even played it!
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(no seriously you are, Ive checked several forums and that seems to be the first instance
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BTW gasman, Stopped playing after two "castles". How would you know how big the world is then? A bit like Zelda (a game you're obvoiusly familiar with) the game area expands the more you play it.
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When are we going to see PC games released on DVD instead of on multiple CD's and with low resolution cut scenes?
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The majority of gameplay is comprised of "acrobatics" jumping, swinging, running along a wall to a ledge, platform, whatever. From there you look for the next ledge or platform to jump to. Its very straightforward, and not difficult to determine where you need to go next as there really is only a single path. So gameplay boils down to following that path- its a matter of pointing the stick in the correct direction, and hitting the 'action' button. The only challenge that occasionally arises is due to the camera. You sometimes can't see where you need to jump to next, or you don't have a good perspective to judge the distance to the nearest ledge, pole, rope whatever. This simplicity is hampered by the good-looking but annoying character animations. Every time you perform an action, you have to 'wait' for the animation, which further detracts from the immersement of gameplay. Its lacks the freedom of movement of a platformer- at times its kinda like playing Space Ace or something, you hit the button and then watch as the game plays out.
Combat is similarly flawed. You have one weapon, and few actual 'moves' to dispatch enemies. You basically do the same thing over and over and over again. It looks damn cool, but again the animations kinda pull you out of the game, you can get stuck in the middle of an animation, when you really want to alter your method of attack. Not to mention that combat is artificially lengthened by enemies that spawn and spawn and spawn again, until you really wish they would just fucking die already. They can keep coming ad infinitum, as there's always a pool of water nearby to regain health, not to mention the handy rewind function, so its not like you could possibly be killed. Combat could last forever, and it wouldn't make any difference.
I wouldn't say it was a bad game. I liked the story, the cut-scenes (which there should have been more of), I liked the characters and voice-acting. Overall though, it wasn't quite the AAA gaming experience I had anticipated. It's a very polished game, and I think watching the game and how great it looks... might convince people that the game is much better than it actually is. Then again, maybe its just me. You may love it.
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It didn't really revolutionize the genre but I don't think every game has to, to be good. I'd also like to concor on the part about getting a decent pad for it, it just makes it a more enjoyable experiance.
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Strange, it's exactly the other way round for me.
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1 - As a developer you'll have to create a lot more content for the game without adding gameplay time for a single run. Playing the game a second time through is only interesting if most of the game is different, which would require from the developer that they'd actually develop twice the amount of content, which is unrealistic with the time development cycles for a single game take these days.
2 - If you create a non-linear game then it's hard to direct the progress of the game. I'm not a game developer either, but many people do not realise that designing a game is much like directing a movie. You want the player to experience something and if you're going to try to put non-linearity into your game, you'll be providing a number of experiences of which one will be more satisfying than the other. As a developer you have to gently nudge the player in the right direction to let him experience what you thought up for him (or her... gotta stay politically correct
If you would write a movie with two endings, then one of the endings will always be less pleasing than the other, so why bother implementing the lesser ending if it can save time (and money)?
Non-Linear storylines sound interesting and all, but I'd rather have two completely seperate and unrelated titles from the same developer than one game with two storylines.
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If you want non-linearity buy an RPG, but don't depreciate a game for being a different genre from the ones you like. (This "you" is for everyone that doesn't like this great game)
And more, I don't really apreciate platformers like Mario 64 (well, it's not that I don't like them, it's just that was never much of a console gamer) but find this game incredible.
POP:SoT is exactly what PoP was in its time.
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I just see each room in PoP as a single puzzle which needs to be solved. Once you've figured out how to do it, then the time comes to execute it, which can be rather tricky at times when everything you touch just collapses under you and a slight miscalculation of a series of 5 or 6 tricks can send you plummeting to your death. A normal jigsaw puzzle has only one solution as well, and I've never heard anyone complain about that.
Sometimes I just wish we were back in the age of Wolfenstein and DOOM, when everybody still thought games in general were just cool and people weren't complaining about linearity yet.
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Playing PoP:SoT now and I must say its a beautiful and very enjoyable game.
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Oh and it was 15 quid in PC World including the free joypad! Bargain! I think the deal might end today in fact (although not certain)
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Appart from that, I find it very linear, in a way I've never experienced with Zelda, Mario Sunshine, Metroid or other games of late. It's also seems very short. I've played for 4 hours and already the progress meter says 50% finished. Scary. I also find both battles and acrobatics very repetitative. I'll probably sell this game back to the store in a day or so and buy FFTA instead.
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Peej
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ah well, there r many other ppl who agree with ppl like me
I suggest you try www.gamefaqs.com you should fit in quite nicely there.