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Prince of Persia: The Sands of Time Review

PlayStation 2 Review by Tom Bramwell

17 November, 2003

In terms of third-person games, Prince of Persia is like first class air travel. You pay quite a lot for the privilege of eight hours' comfort at high altitudes, you have a merry old time sampling all the little luxuries and extravagances kept out of your reach in the rough and ready confines of economy, and although by the end of the journey you're still fairly content to depart the plane, remonstrating with yourself that it was a very expensive way to fly, given the choice it's a touch of class you'd certainly never be without. In other words, if the inconsistencies of titles like Spider-Man: The Movie, Legacy Of Kain and Tomb Raider left you with the gaming equivalent of deep vein thrombosis, Prince of Persia is like a gentle massage set to the peeling tones of a 72-virgin orchestra. It's spectacular and soothing to play.

Prince of Preconceptions

'Prince of Persia: The Sands of Time' Screenshot 1

In fact, it almost seems unfair to call it a third-person action-adventure, because it's wonderfully inventive yet intuitive, logically designed and consistently rewarding without ever feeling contrived. Apart from ICO, which is probably the most directly comparable title on PS2 in terms of core gameplay, I can't think of a single third-person game that better fits the above description. As somebody who regularly has to suffer through and remain objective about the sort of cripplingly lame, soul-destroying misconstruction that runs throughout the genre, the beauty, simplicity and logic behind Prince of Persia is enough to bring a tear to my eye.

Quite simply, right from the start, almost everything about it feels right. The tone of the Prince's voice, the way he moves around the game's palatial labyrinth, the way he reacts to common gameplay scenarios (grasping a ledge at an angle, shimmying round corners, moving a box in any direction just by holding one side and using the analogue stick rather than having to run round it every time to push, etc), the way the combat fits in with the rest of the game, the way the puzzles are introduced, considered and solved, the placement of save points and foreshadowing of key game events through occasional 'visions' (it does work, trust me), and especially the Sands of Time angle, of which more shortly.

Prince of Persia, for the uninitiated, began life as a stylish platform adventure released during a time of archaic, slender and even unfinishable games, which had the player control a sword-swinging and acrobatic prince on a quest to rescue a damsel in distress. It was crude in some respects, but dazzlingly original and rewarding in others, and the decision to pit the player against an hourglass was sheer genius. Prince of Persia: The Sands of Time, which was reportedly only green-lit after creator and rights-holder Jordan Mechner personally okayed it, takes what made the original game good and translates it to 3D, making a smattering of its own intelligent decisions along the way. Basically you climb around massive 3D environments, running along walls and leaping between bars, ledges, chains, beams, platforms and even icy stalactites, occasionally pausing to take down a handful of cutthroat, reanimated former Persians or solve a logic puzzle, constantly basking in the glorious 3D landscape, and hoping eventually to undo the sins of the past.

Prince of Persia - but in 3D!

'Prince of Persia: The Sands of Time' Screenshot 2

Obviously this has been tried before (the disappointing Prince of Persia 3D, for example), but the creative minds at Ubisoft Montreal have somehow defied third-person convention and married the charm and simplicity of the original to a more up-to-date style of game. Furthermore, instead of repeating the mistakes of the past, it has papered over as many of the cracks in the familiar third-person template as possible, leaving us with a satisfyingly complete and rarely unfair adventure that throws up far less "so I have to operate the cumbersome mechanics this way to progress" or "so I can't hang onto that piece of scenery and now I'm dead" scenarios than most games muster in an opening level alone. And when the game does do something you weren't expecting, it's quite literally not the end of the world.

Put it to any platform fan - heck, any gamer full stop - and they will agree that there are times in life when, as pause menus, restart options and reset buttons underscore the frustration of instant or unavoidable death, the most desirable thing in the world is an option to rewind the last few seconds and press a different button. Well, having looted a precious and mysterious dagger from the cavernous and well-defended underbelly of the Maharajah's palace, our princely protagonist quickly discovers he can do just that. As long as he has enough 'sands of time' stored up in his sand meter.

Although you can still 'die' and find yourself respawning at the last logical juncture (the start of a battle, the first of a sequence of platforms, the last save point, etc), by holding L1 the Prince's dagger literally rewinds events on-screen, allowing you to undo a mistimed jump, a fatal blow or whatever else conspires to thwart your progress. Obviously use is limited - your HUD has four sand notches initially, a number that grows proportionately as the game becomes more difficult, and each notch is worth one rewind, which can last up to around ten seconds. Strategically placed of piles of glowing sand allow you to top up your sand meter, as does the combat, in which the Prince draws sandy energy from downed foes by stabbing them with his mysterious dagger.

POP Idol

'Prince of Persia: The Sands of Time' Screenshot 3

As with so much of the game, the balance here is just right. Although there will be times when, plagued by a crippling inability to figure out a route from point A to the enticing embrace of point B, you end up running out of sand, dying and having to reach for the Retry button - or not rewinding quite far enough and watching the same death unfold all over again - for the most part you're given enough to keep going and exhaust all your stupid and unworkable theories before figuring out the right way forward. During one particularly dense turn early on, for example, I'd just seen a balcony mostly demolished outside a small opening and couldn't for the life of me work out how to navigate around the confines of the main hall next door. Having unsuccessfully attempted several 'leaps of faith' and subsequently tumbled to my doom under several other flawed hypotheses, I went outside and realised I had to run along the wall using the R1 button and re-enter the hall on the other side of the crumbling remains of the balcony. Without The Sands of Time, who knows where I might have had to keep picking it up from, or whether I would have felt compelled to keep trying... Hang on. "Run along the wall"?

Yes. Another thing about Prince of Persia that helps it to stand out is the Prince's range of abilities, most of which are set in stone early on but never seem to grate. While other platformers and Tomb Raider-style adventures rely on crests, keys, cranks, inch-perfect jumps and a precognitive knowledge of booby traps, the Prince's style of exploration is more fluid, cartoon-like and invigorating, and I can think of hundreds of examples that play on different elements of his acrobatic skill-set - from the gymnastic swinging bar routines and ledge-shimmying/climbing antics to the tall columns that represent a safe climb to the ground, which can often only be reached by running along the wall and then springing off it as the Prince's feet patter over the column's precisely placed shadow.

And, most crucial to its charm, every time you want to do something logical, it is an option. It sounds like a silly little reviewer's justification, I know, but how many times have you tried to jump onto a ledge in a game only to fall off because you weren't running at the right angle? And how many times have you hung from a rope, bar or ledge and wanted to turn around and face the other way to make progress, only to find you can't because that's not the way a task was designed? This is no cop out - The Sands of Time is so thoroughly absorbing precisely because almost every eventuality is available to you. Need to go from one bar to the one directly above you? Then hurl yourself diagonally upward at a nearby wall and spring back towards the higher bar. Need to get to an adjacent narrow ledge? Just leap backwards. The Prince can cope. He's actually taken what ICO did so right and given it dialogue, greater depth and even subtler logic. Of course, it helps that every button on the pad responds exactly the way you want whenever you want, too.

Mountainous

'Prince of Persia: The Sands of Time' Screenshot 4

The bulk of adventuring in POP is given over to these climbing frame-style palatial environments, then, and it's an almost indescribably alluring and rewarding experience to pick your way through them, which brought much hard-earned joy and satisfaction to your tearful correspondent, but then again that's not to say The Sands of Time isn't without its flaws, and one of the biggest is the combat system. But let's be clear. When I said "almost everything" in POP feels right all the way back up there, I should really have said "everything feels right to begin with," because the combat is one of a couple of things that start off so well and then lose out as the Prince makes progress. At first though, his acrobatic fighting style, based mainly around his cutlass-like sword that can be slashed around with the square button (and swapped for stronger blades at intervals), is energetic, full of stunning moves and super-heroically cinematic.

As the Prince squares up to an enemy, he can slash at them (though may be blocked), roll round the side of them and then slash (like Link in The Wind Waker) and even leap over their head and slice them from behind - the latter prompting plenty of gasping awe. Enemies obviously grow better at blocking the further you get and gang up on you (interesting side note: is there some sort of lunatic General Of Evil out there somewhere nefariously arranging underlings incrementally in terms of skill? And could the chairman of Liverpool FC please find and hire him immediately?), but individual duels generally end when an enemy is smashed to the ground, at which point the Prince can roll or jump over and stab them with his dagger (triangle) to draw their sand and prevent them regenerating.

But although there is some variation to be uncovered - like a move where the Prince springs off a wall to stab an enemy, and the various benefits of The Sands of Time, like slow motion - combat doesn't really evolve like the rest of the game. As soon becomes apparent, it's a fundamentally monotonous activity, whereas the adventuring isn't, because when that grows in terms of abilities - like being able to tiptoe along a tightrope-like beam or swing from a chain - it's a new tool to be cherished and experimented with all over the place, sometimes working in tandem with other techniques to previously untold effect. Combat, meanwhile, simply becomes a predictable routine, with new types of continuously spawning enemies doing little to flesh out the fundamental pantomime (and quite how this sort of respawn mechanic got into a game which almost rewrites the rulebook elsewhere is beyond me). It's passable, and it doesn't ruin the game or anything, but next to the high standards on display elsewhere it's a serious black mark.

POP eye in the sky

'Prince of Persia: The Sands of Time' Screenshot 5

Continuing the theme of seemingly well-rounded ideas that quickly pale in comparison to the genius elsewhere, we have the third-person camera. I know - let's have a great big mammoth "will they ever get it right?" sigh for that one. But it does start out well enough - it moves relatively intelligently, you can invert it vertically and horizontally (though you can't alter the sensitivity), you can switch to an admittedly rather limited first-person view using R2 and, best of all, you can zoom out to a wider view using L2 - and still control the Prince - almost recalling the same 2D side-on gameplay as the first title. However things quickly become sloppy, and by the end of the game the camera is routinely getting caught on pillars, and in the game's more claustrophobic environments the L2 function is nowhere near as useful as it can be outside. Still, like the combat, it is a tolerable flaw and one that doesn't pervade the rest of the game with its sloppiness.

And to call the rest of the game anything other than a masterpiece would be ridiculous. It doesn't just do everything in the third-person genre right, it builds on the template and binds key new ideas to the Sands of Time premise masterfully - so much so in fact that it's going to be difficult for developers working on similar games to justify not borrowing everything that makes the game good. We've already dealt with how finely crafted and logically constructed an engine it is we're dealing with, but it's also important to note that it's an adventure where every room represents progress and something new, and everything is taken to its natural conclusion - with new moves regularly integrated in amongst the old guard effortlessly, puzzles growing in size and recalling earlier logic, and even the relationship with the Prince's female sidekick Farah regularly overhauled. She soon becomes key to progress, sneaking through narrow openings, hitting switches in time with the Prince and becoming important enough to protect and shepherd through the game's more violent and elaborate scenarios - and without the painfully nagging urgency when you're apart, something which frustrated more in ICO than perhaps we realised at the time.

Timeless?

'Prince of Persia: The Sands of Time' Screenshot 6

That's not to say POP is without urgency though - for a game spawned from a race-against-the-clock platformer that would be rather peculiar. In fact, POP changes tempo quite a lot, which keeps you on your toes. You may spend ages trying to scale the right sequence of platforms to make it to the top of a room, for example, only to flip a switch and have to descend rapidly to get to the slowly closing doorway halfway down. Good thing you know the way down fairly instinctively...

Logical placement of save points helps too, and the visions the Prince has at each of these intervals are a stroke of genius. Each offers a glimpse of significant events, perhaps introducing you to new ideas (the tightrope walk along narrow beams is something you'll only figure out how to do after witnessing it in a vision, for example) or giving you a clue as to how a puzzle might work, but they never fully solve a problem or make crucial mental leaps for you - they just inspire you to tackle the next room or puzzle, streamlining the experience without ruining it.

See, it's easy to categorise POP as a simple platform adventure with puzzles and swordfights, but if you do that then you have to acknowledge that it's a deceptively simple game that rarely bores you and throws up countless different scenarios, changing pace and challenging you to do different things without falling into too much of a routine. That's why you keep playing. One minute you're jumping around a bit like Lara Croft, swinging between bars like a circus act-cum-monkey and climbing along crumbling walls, the next you're trying to organise a series of mirrors to channel light in a particular direction, or timing a wall-running jump to dodge spinning mechanisms of death - or having to juggle all three. To rehash what I said in the first place, it's inventive yet intuitive, logically designed and consistently rewarding without ever feeling contrived.

Princely good looks

'Prince of Persia: The Sands of Time' Screenshot 7

It helps that it's a beautiful game with an interesting (though hardly Oscar-worthy) plot and cast. The story is full of moral ambiguities which, sadly, aren't really worked out or considered at all, with more emphasis placed on the Prince's relationship with Farah, but it's still curious enough to keep you playing - as a proud son tries to please his father not as a warrior but as a courageous adventurer, only to wind up slaughtering most of his kingdom by accident.

The continuing story is told through FMV and some in-game cut-scenes, with well-spoken and sometimes amusing or poignant dialogue (as well as the usual "Why am I talking to myself?" and "She thinks this is a game!" sort of self-referential humour), but it's the environments that really steal the show, with huge and hugely detailed palatial surroundings that stretch in every direction, the same sort of hazy but gloriously bright visuals as ICO - only this time backed by little touches like Splinter Cell-esque lighting and material animation, and reflections and transparency effects that occasionally push the PS2 a little too hard.

Now, while the character models are emotive and the Prince vaguely iconic (he actually grows to resemble his forebear more with every tear on his shirt), it still looks ostensibly like a PS2 game, but there's something intangibly fresh about the game's artistic style. Our only complaints here are that there is no 60Hz mode (and the game is slightly bordered as a result), and that criminally there's no widescreen mode. As pampered little so-and-sos, we wouldn't normally bitch too loudly on that front, but Ubisoft did see fit to chuck in a progressive scan mode, so the absence of 16:9 - and in such an explorative sort of game, too - is lamentable.

Top of the POPs

Finally then we come to a couple of words that may well have dogged your thoughts since the second sentence of the introduction: "eight hours". I've seen play times quoted at more like 15 hours, but I can't honestly see it taking that long for anybody who's played this sort of game before. It's best to think of it somewhere in-between, I guess. 15 hours still isn't long though, particularly as it's the sort of game you won't be able to put down for long, but still beyond that I'm a bit stuck for what to do - the inclusion of the original Prince of Persia as an added bonus is a comforting reward, but you'd learn more about the process that gave us The Sands of Time by reading The Final Hours of Prince of Persia than you would watching the Making Of documentary. And although it's fun simply to play, it isn't the sort of game you would gain much from playing through several times.

With this in mind, a short justification for the figure gradually creeping into view is called for: right from the tutorial-minded prologue to the final slash, The Sands of Time is a towering achievement in far more areas than any other similar title. You've probably done a lot of the things you'll do in Prince of Persia before, but never to this standard, and apart from the innovations, the consistency, the logic and the spell-binding presentation, what makes it so special is just how well made it is. You may be paying more than makes sense for larger seats and more legroom, but like a back-massaging fully reclinable leather chair with a fridge in the arm, in the end it's worth every precious second.

9/10

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Comments: 1-38 of 38 in total

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Razz
17/11/03 @ 14:43
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Fuck! So its GOOD THEN!!! WOW!
Edited 1 times, most recently on 17/11/03 @ 14:49
statix101
17/11/03 @ 14:43
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'Our only complaints here are that there is no 60Hz mode (and the game is slightly bordered as a result), and that criminally there's no widescreen mode'

The main reason i wont to buy PS2 games these days,i simply refuse to reward lazy bastard developers with my money anymore......
krudster [mod]
17/11/03 @ 14:45
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PS2 first, down to some SCEE deal I believe.
Hicksy
17/11/03 @ 14:57
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/wallet cries/

\o/ 7th!
BartonFink
17/11/03 @ 15:01
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Nice review Mugs, gonna wait for the Xbox version though (damn your black heart Sony) although I am very tempted to get the PS2 version.
boabg
17/11/03 @ 15:02
#6
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i loved the original of this, anyone remember the puzzle with the mirror image of you running around? what memories!

i hear though that the xbox version of this looks rather more special than it's ps2/gc counterparts.
UncleLou
17/11/03 @ 15:05
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I tried the PS2 demo this weekend and while the setting is brilliant and the visuals are top-notch, it bored me after just a few minutes, although I was really looking forward to it.

And now this review, and Ico is mentioned a few times...must try the demo again me thinks.
Fizzy
17/11/03 @ 15:31
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Mine is in the mail. Should get my US Xbox version in a couple of days. Can't wait, ofcourse till then I have my damn foriegn policy analysis project to complete! :(
feki
17/11/03 @ 15:54
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Definitely one of the top five games of 2003, no doubt, and one of the best platformer-uh-action-adventures in quite a while. Not quite as revolutionary as the first Prince of Persia-game when it came, but pretty darned close. Fluid animations, a really well-responding control scheme, but somewhat tedious battles from 50-60% into the game.

A definite must-have.
Rahul
17/11/03 @ 15:55
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Good review, but for god's sake don't spoil the bloody plot man! Don't you want me to buy this thing?
gizmo
17/11/03 @ 16:21
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WOW! Its better than Halo then ;)
prettyboytim
17/11/03 @ 16:31
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Sony BASTARDS BASTARDS BASTARDS

Okay. So I could just buy the PS2 version, but I prefer my Xbox, and I hear the Xbox version looks better.

BASTARDS!
Killerbee
17/11/03 @ 16:47
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Hmmm... sounds great - the comparisons with ICO particularly peaked my interest. But why the wait for the Cube / Xbox versions (yes i know why, but WHY!!??)?

Might wait for the Cube anyway, just to see if the graphics get tarted up at all.
prettyboytim
17/11/03 @ 17:06
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Why wait?

Well, actually, waiting's not so bad. I still need to finish KOTOR, which will probably take me another couple of weeks anyway, and next on the purchase list is Crimson Skies. That will probably take me up until Christmas, so I suppose I'm not really in the market for a another game until sometime around then...
commander dixon
17/11/03 @ 17:27
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in gamekult.com they are talking about a Pc release .... for the 4th of december
Kami
17/11/03 @ 17:54
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HOORAY! HOORAY! THRICE HOORAY!

As someone who still owns the Master System version of POP (And does play it on occasion!) it's GREAT to see this game has got it so right.

POP2 and POP3D were terrible follow-ups (3D wasn't seriously bad. Just like so many 3D platformers, one mistake = falling a LONG way!), so I'm overjoyed this is so good.

So many 2D games have "borrorwed" or enhanced POP concepts. It's about time POP had a good facelift - hurrah! Glad I preordered it!
StixxUK
17/11/03 @ 17:57
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Looks like I'm with the rest of you in being frustrated at having to wait 'til January to get an Xbox release in this country. I'd absolutely love to have this to play at home over Xmas, reliving my childhood memories of PoP in the comforting environment of me own home ;)

Definitely be getting this when it comes out over here on the 'box, and no mistake. It looks absolutely lovely.

But what the hell am I going to get to play over Christmas? I mean, first Deus Ex 2 and now this. Stupid yurrup-peons with their foreign languages and suchlike. ;)
Khab
17/11/03 @ 18:14
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Ain't nothing to do with Yurp - it's Sony that's paid Ubisoft off to get a 'time-limited' 'exclusive'.

I'll wait to see what the Cube version plays and looks like... there's too much to play out now anyway.
mugwump
17/11/03 @ 18:40
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First things, great review! Written well enough to entice me to preorder (the Xbox version). Had a feeling this game would be special, both it and Far Cry stood out most for me at ECTS - but the UbiSoft ladies standing around this one won it for me :)

Anyways, mugs and the Eurogamer staff, any chance you include mention of the forthcoming Xbox/GC versions, and in any future review where they exist? Just in case the interested buyer might be unaware. Also, how about some release dates? That may be too risky though - what with how erratic they are these days.
Dabs
17/11/03 @ 18:46
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Definately getting this one. The fact that it was mentioned in the same breath as ICO was quite something too. Thing is, I have a PS2, and a top-whack (3GHz, Radeon 9800Pro) PC, so which version should I hang on for? I'm guessing PC (?)

Ta.
Edited 1 times, most recently on 17/11/03 @ 18:47
BLACKSHEEP
17/11/03 @ 19:51
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PS2 looks to be THE platform for these type of games and Ico2 info is said to be in the next issue of OPS2M. Now THAT is the game sequel I really want. :')
Dr.Haggard
17/11/03 @ 20:01
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in gamekult.com they are talking about a Pc release .... for the 4th of december

The 5th I believe, that's the date all the online stores have. Much as I wanted to play this on the big widescreen TV slouched on my sofa, I'm not going to wait until January for the XBox version when I can be playing the PC version in a couple of weeks. It'll look a lot nicer too I'm sure.

There's no chance you'd catch me playing a multiplatform game like this on the PS2, it'd be like having a Porsche sat in your driveway and walking past it to take the Skoda for a spin.
inpHilltr8r
17/11/03 @ 20:18
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Haven't picked it up myself yet, but I hear that all three versions look pretty much the same. There's supposed to be some differences in the unlockable bonus games though.
mcmonkeyplc
17/11/03 @ 20:23
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people people theres always PGR2 to play until this on the xbox
beep
17/11/03 @ 22:40
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Seems that by delaying key quality software on other consoles wil open bragging rights over the holiday period saleswise for Sony. A masterstroke in marketing? Beh, who cares.
BartonFink
17/11/03 @ 22:59
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True beep, they had to do something I suppose, they have fuck all else to brag about this Xmas gameswise with GT4 off the radar until after Xmas.
Monkey Punch
17/11/03 @ 23:57
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Man this game rocks, was playing the US X-Box version at the weekend and i have to say it's the best POP verions I've ever played... the combat was just mind blowing the spell are just jaw droping... everything is so POP and much more...
Royal Fool
18/11/03 @ 00:55
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Ubi Soft had a whole seperate team to optimize the game for Xbox, so you bet it's better. Individual fingers, better lighting (GameCube comes in as a close second I hear) and of course the use of a hard drive means lesser load times (As usual, duh) and the possibility of a 60Hz version for both Xbox and GameCube makes the PS2 version look rather shameful. The bad thing about the GC version is that it reportedly has somewhat compressed voiceacting audio.

If only it weren't for Sony's stupid exclusivity campaign this Christmas (Despite having leading marketshare... guess they're a bit afraid?) we could have our hands on the superior versions.

If someone from SCEE is reading this: **** you.
Blerk
18/11/03 @ 08:30
#29
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I knew this would be good. Knew it. It looks fab. I will buy.

Oh yeah, and can everyone stop crying about the delay? Jesus, it's only a few weeks. Don't you have other stuff to be playing? :-)
Thamuhacha
18/11/03 @ 08:36
#30
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>Don't you have other stuff to be playing? :-)

Yes, but as gamers we are all obviously of the "oooh-oooh-new-shiny-toy-me-wannit-now" frame of mind.

Sigh ... POP, Half life 2, Deus, Fable ... 2004 doesn't look any cheaper than 2003 does it?
StixxUK
18/11/03 @ 10:28
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I'm finding it so damned frustrating. There are soooo many great games on the horizon for the Xbox, but don't seem to be that many out at the moment.

Wait a second... I'm going home for Xmas and my little brother's got Rainbow 6 3, Xbox Live and Knights of the Old Republic, which I haven't played yet. Nice.
rare uk
20/11/03 @ 02:59
#32
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Supposedly these are the extras you get on the GC

Special GameCube Features Include:
The entire, original Prince of Persia game will be hidden within the GameCube version of the game - gamers will need to break down the correct wall to access the game, or . . .

Using the connectivity capabilities of the GameCube and Game Boy Advance, players can also unlock POP1 on the GameCube if they find all of the special switches in the Game Boy Advance version

Connectivity will immediately enable automatic health regeneration on the GameCube version


According to Gamezone. When the hell is this game out on GC in Europe?
Edited 1 times, most recently on 20/11/03 @ 03:02
Kami
21/11/03 @ 10:14
#33
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Fell through my letterbox this morning! God, I love mail order!

And damn, is this game sweet or what? I concur with everything in the review, the only thing that lets it down to me is at times the in-game stunts don't work the way you planned (Which is a waste of sand. Still, fun to watch!), and the large and imnpressive areas mean - yep - our old friend Mr Bottomless Pit makes a reappearance!

I love this game. It's deceptively simple in style, but fiendishly complex when you get a little further in. Yeah, I've had to rewind time a little (Sometimes just for the sheer hell of it, then watching my character fall, then rewind again. I'm a sick puppy like that!), yeah, I have had my ass handed to me a couple of times. But three hours later... I'm happy. And thats an understatement. I'm insanely happy!

This is the BEST £35 I've spent since buying Kingdom Hearts last year! It's awesome. GO BUY IT! NOW!

OK, I'm going back to the game now...

EDIT: Sunday. 2:30pm. Finished Sands of Time. Left with a warm, fuzzy, tingly feeling that few games seem to provide on completion.
So what else is there to do? Start a whole new game...
Edited 1 times, most recently on 23/11/03 @ 14:37
feki
25/11/03 @ 00:51
#34
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Finally completed the first run-through (yes, first, since i failed to unlock the POP1. i suck, i know).

The game definitely deserves best-in-breed for this year, and is in many respects, one of the best on the PS2 platform. It would definitely get a 10 if it weren't for a few minor flaws. Too few different enemies, a lack of decent boss-monsters, and just piles of enemies on a few occasions made me curse. But still, oh, what a journey it was.

Oh, and there were a few "what the h**k am I supposed to do now? Swing from this rope here? I miss that thing. Oh. Wait. I pressed the button a millisecond too late." Such nitpicking with otherwise very unforgiving and beautiful controls make me frown (but just a little.)

Wow. Now, must return to the FFX-2 import. Wrow. More Rikku goodness.
boo
28/11/03 @ 15:01
#35
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FYI - At GAME (in Oxford St anyway, can't comment on other branches), spend £20+ on anything else, and you can pick up POP for £19.99.
I was going in for Tiger Woods anyway, and thought 'Bargain'.
Gotta finish Broken Sword 3 first though...
dynarama
29/11/03 @ 03:05
#36
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Yup, I too went for the £20 Oxford Street Game scenario (as Glenn would say). This and ESPN Football for £50 - bargain. And while I remember, WH Smiths have got 2 for £60 on all games at the moment.
Soul_quake
01/12/03 @ 10:17
#37
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YES!!!! I also did the GAME £20 bargain purchase

What a game - haven't had this much fun in ages!

Everybody go buy!! NOW!!! leave all other junk alone BUY THIS NOW!!!

/hopes it breaks into all format top 10
Kami
10/12/03 @ 20:40
#38
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My sister works in Woolworths, and she reckons they're having a hard job selling the game... they're giving it away with a PS2 right now.

WHY IS THIS GAME NOT SELLING SO WELL?

Criminal Injustice of the 21st Century alert.

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