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Back in 1989 video games were still primitive and barely becoming
mainstream entertainment. Games were designed by a team made up
of few people, or sometimes even just one person. It was during
this time that a game by the name of Prince of Persia hit the scene
and made gaming history. Taking place in medieval Persia, it was
one of the first games to feature fully animated characters and
its sequel took things even further in 1993, introducing magic and
a much deeper story to the mix. In 1996 Prince of Persia 3D began
production but wasn't released until 1999 due to many problems;
the game failed to be revolutionary and didn't fit with the Prince
of Persia (or POP) legacy. Now, four years later, Prince of Persia
returns on all next generation systems promising to bring the Persia
legacy back to glory, as well as reinvent the entire dying third
person action genre at the same time.
In
Prince of Persia: The Sands of Time you are Prince, a young man
who, alongside his father, has killed the Maharajah in medieval
Persia. With the Maharajah defeated, you and your father, with all
of his men, loot the palace; found inside is enough gold to cover
a mountain, a giant hourglass and a mysterious dagger. As Prince
steals the dagger he runs into his father's men trying to haul out
the enormous hourglass. A Vizier encourages the young Prince to
use his dagger and combine it with the hourglass. Unknowing of the
dagger's ability to render the wielder immortal and give him or
her the power to control time, Prince does just this, oblivious
to the fact that the Vizier wants the power for himself. What Prince
also doesn't know is how much destruction he is about to cause by
unleashing the power within the dagger.
Prince
of Persia's story unfolds both during the actual game and via short
cinema style sequences; you actually play out quite a few of the
actual story scenes as well, including the opening plot mentioned
above. It's quite a sight to see soldiers trying to break into the
palace, flaming boulders flying into the walls and destroying bridges,
while you scale the palace walls trying to find your own path inside.
The story is full of twists and turns, mystery, suspense, action
and even a little romance, all meshed together very nicely to create
a solid storyline that alone would be enough to keep you playing.
Before
its multi-platform release, Sands of Time promised it would redefine
what a third person action adventure game should be. In a genre
that has seen so many games come and go, so many variations and
new ideas, it seemed hard to do this - but somehow, it was done.
Prince of Persia's gameplay is nothing short of spectacular; I could
use a million words to describe how great and fun it is but still
feel as though I hadn't said enough. It combines everything a good
action game needs to balance it out; a great fighting engine, smart
and challenging puzzles, good controls and a main character who
makes Spider-Man's abilities look like child's play. As Prince you
will literally run up the walls - in fact you'll run across them,
off them, down them and all around them throughout the entire experience.
Prince's climbing abilities come naturally too, so you will never
worry about losing them, which is good as you will need them throughout
the entire game.
Most
of the experience is about getting from here to there, killing what's
there, then going from there to somewhere else. The areas are mostly
divided up by rooms, even if they're outside areas you still won't
be running a mile to get somewhere. Prince usually must do one of
two things: climb up, or climb down. Don't let that get you down
though, as this could not be more fun; in fact it's probably the
best part of the game.
You'll
be so challenged in getting from one area to another that it seems
impossible to accomplish; most areas need to be analysed carefully
before you try to traverse them, just so you can figure out what
to do. What would be just good looking scenery in most games is
your way out in this one. Plain walls need to be climbed and leapt
from so you can grab a wire to swing from, then plant yourself against
another plain wall only to immediately wall jump off to grab a higher
bar to get up to where you need to go. Prince of Persia's level
design is brilliant and extremely fun to put yourself up against.
Precise timing is required as you run along a wall to leap off and
grab a ledge across from you, only for it to crumble under your
grip as you struggle to climb up and leap to another ledge. The
same can usually be done going down, as experienced in an amazing
level near the game's finale in which you must find a way down a
circular shaped prison; with nothing sticking out of the walls when
you first start. Why go through the trouble? Easy, so you can get
to the bottom and destroy enemy after enemy, only to go into another
room and do it all over again!
In
any other game this formula would be dull, repetitive and just plain
boring but Prince of Persia is everything but. I found myself playing
for hours just to see what room I would be challenged with next;
the leaps to make, enemies to fight and puzzles to solve. Another
thing that saves this title from repetition is the dagger's abilities
to slow down or rewind time. Making mistakes is common in a game
like this and if it weren't for the ability to rewind time and correct
a slip up on a jump you'd be repeating huge sections over and over
again.
While
the big puzzles are not very frequent there are numerous smaller
puzzles you will be challenged to throughout the game. Whilst these
mini-puzzles are not very hard to figure out, they do require an
abundance of leaping, climbing and pushing to get through. A very
linear level design and gameplay style keeps you from backtracking
too much or having very much trouble solving some of the game's
puzzles. Luckily the actual gameplay makes up for the linear style;
you really can only go to one place and it's where they want you
to go. The only thing you have to do is figure out how to get there
and, much like Splinter Cell, that's okay for Prince too. The big
puzzles come only a few times throughout the game, in fact I can
only recall two off the top of my head. Luckily they are indeed
challenging and will require some thought before you run in and
complete them. Trial and error is also a key factor in finding the
solution and I'm actually glad they are not frequent; the way it
is now balances with the rest of the game perfectly.
Battles
are not fought during this entire puzzle solving and climbing; usually
the only time you fight is after you get where you're trying to
go. Once you are there various demons, which were once your father's
men and the inhabitants of the palace, teleport out of thin air
and begin slowly marching towards you. Running away is a waste of
time; these guys will just appear right in front of you. Unfortunately
most of these zombie-like enemies look alike and I can recall only
about five different models for them, not counting the two boss
characters.
The
fighting engine in Prince of Persia is well equipped to take out
many enemies at once, as Prince can leap around like a madman to
attack his foes. Pushing the jump/roll button will even allow Prince
to leap over enemies and come down slashing them in the back, making
quick escapes easy, at least unless your enemy decides to knock
you right out of the air with his giant staff. If this happens,
you can always use the dagger's ability to rewind time and correct
this mistake, assuming you have enough power cells. Your dagger's
abilities are so powerful that it only makes sense to limit them
but as you progress through the game you are given more cells to
use.
One
power cell is used for each rewind and on the side of the cell is
a small white line that is used for slow motion or enemy freezing.
If that line is empty you cannot do either one. To fill up your
power cells you must first knock an enemy out and then push a specified
button to stab him and disintegrate him into tiny pieces. Even if
you have all your cells you can't always rewind to fix death in
battle. If you recently used your abilities or used it on a downed
foe, a small white circle will empty. This circle determines how
long you can use your rewind or freeze powers and if it's nearly
empty you're not going back very far; this is another great addition
to help even out the huge advantage of rewinding time. Along the
way you find small patches of sand with white light being emitted,
which will slowly build up an additional power cell for Prince.
By the end of the game you will have about eight cells, one every
time you acquire four patches of sand.
The
controls for each movement are given to you via text on the bottom
of the screen whenever you need to use them for the first time.
Prince will never tell you himself; although he does talk a lot
he never actually reveals that he knows this is a video game. Prince
describes various events and thoughts as if he were telling a story;
in fact when you pause the game he will ask if he should continue
telling the story. When you save, he informs the listener that he
will start the story from that point next time. Even when you die
he will proclaim that it did not happen in the story and he needs
to retell that part. It is all actually very smart and makes the
game feel more real, so if you're like me and hate it when someone
tells the main character what buttons to press, this is a great
idea.
Throughout
most of the game a young woman called Farah, originally brought
to Persia as a slave, who is also the daughter of the defeated Maharajah,
accompanies you. Her goal is to get you back to the hourglass to
undo what has been done. Prince wants very much for this to happen
for reasons I won't spoil but feels he can't trust anyone. Farah
ends up helping a lot during some of the puzzles and even in some
battles. This is another element I was not expecting but I am glad
it's here; Farah adds a lot to the game - romance, some comedic
relief, plot twists and more. Her addition to the gameplay and the
story ties everything together nicely and even has an important
part in the masterful ending. Again, I won't dare ruin it but I
will say that it was something that left me thinking and smiling
for a little while and in my head I just kept saying "Now THAT was
a good ending".
Graphically,
Prince of Persia has its own style that fits with the game wonderfully.
The bright colours are fuzzy and the game almost looks like a dream
itself, which is fitting seeing as how Prince narrates the action
as if it were a flashback. The camera is as good as it needs to
be and whilst it does have its fair share of problems (what game
of this nature doesn't) Prince of Persia actually has a sharp looking
effect for when the camera automatically resets itself. Whenever
I was hanging on a rope in the middle of nowhere, only seeing castles
in the distance and the river a thousand feet below me, I was always
able to position the camera in a good spot to see where I needed
to go. If that weren't enough there are two buttons dedicated to
new views: first person perspective and a full scene view. First
person view allows you to rotate in any direction in a full 360-degree
movement to get a good view of your surroundings, be it to see where
to go or to just see some of the breathtaking visuals. The scenery
camera allows you to get a full view of the situation and see the
whole area at once, complete with zoom in locked on Prince if you
need it. Again, this is great to see where you need to go or what
you need to do, or to just get a good look around you.
While
so far everything sounds good about the graphics, the enemy models
tend to get a bit boring after a bit. Most of them look quite a
bit like Voldo of Soul Calibur fame, excluding birds, bats and beetle
type creatures. Prince, however, actually goes through about five
different looks! In the beginning you start out in your whole Persian
soldier gear, but as you go on it begins to rip, tear and become
to tattered to wear. A sword and dagger are your only weapons throughout
the entire game, other than your mind. You find a few different
swords that are required to progress; the final one allows you to
go nuts and destroy anything in your way and it feels great given
the storyline circumstances. Your only other weapon in the game
is Farah's bow and arrow, which is hit or miss, literally. She'll
either help a lot or not at all; in fact, she can even hit you with
an arrow at times.
After
a battle Prince will most likely have little life left and if you
haven't checked your life the game will beep and inform you, similar
to the Zelda series, except it doesn't last forever and annoy you
to death. To regain health don't bother looking for any floating
health icons or even health packs mysteriously placed atop a ledge.
Your only source of life is nature's soda itself: water. Finding
small fountains, puddles or streams are like walking into a room
full of 10 health packs in other games. You can sit and drink as
much as you'd like to replenish your health; yet another revolutionary
idea for a tired genre.
As
realistic as Sands of Time sounds from some of my descriptions,
it is actually only considered realistic in the way that it feels
like a movie instead of a game. The palace is actually laid out
very unrealistically for normal people; in reality nobody could
get through this palace but, hey, it's a video game and the level
design is what makes this game so great! Running along the walls
to dodge spikes rolling back and fourth before you narrowly land
on a near by ledge, only to run as fast as you can to a closing
door, rolling under swinging blades as you narrowly slide under
the door before it crashes to the ground inches behind you with
a thud - this style of gameplay has never been done so well and
is enough to make Indiana Jones sick with envy.
Speaking
of blades swinging or doors making a thud on the ground, one aspect
that could have been a little better is the sound. While it isn't
bad by any means it also isn't spectacular. The voice acting at
times can be a little dull while other times it is full of plenty
emotion and feeling. Many sounds are repeated throughout the game
and while it's all fine it's not anything to scream and shout about.
However, the music is superb and fits the game perfectly; a blend
of Egyptian style chants and tunes mixed with rock comes in and
out at the perfect moments and even gets you into the game more.
Near the end the music really picks up and becomes heavy, fast and
intense. This caused me to get hyped up for the upcoming challenge,
which I blew through and completed without making a single mistake
thanks to being pumped up; the same thing happens when facing some
enemies near the finale.
All
in all, Sands of Time takes about 10 hours to complete. Save points
are scattered throughout the game, which often have to be earned
by defeating enemy after enemy. Going into a save point also triggers
brief glimpses of the future, which can be watched again if you
happen to be stuck. The bosses aren't very tough and shouldn't take
much time to defeat, unfortunately, but they do fit in with the
story nicely. Once completed you may not have the desire to go back
and play this again, however, if you missed some secrets you may
want to. One of these, for instance, is the original Prince of Persia
classic, which must be found during the game and can easily be passed
by, meaning you have to restart your game to go get it. This is
a welcome addition for those who never played the original, love
the original, or just want that good old nostalgic feeling.
Prince
of Persia: The Sands of Time may feel like a short game but it could
just be because the experience is so fun and gripping that it just
flies by. The graphics are lovely and the controls are superb, fitting
the style of gameplay perfectly. Ubi Soft promised to bring the
franchise back to glory and redefine the genre and they have done
just that and more. If you were to combine elements of Tomb Raider
with a watered down Ico and add in a revolutionary game engine you'd
get this (although I'm not suggesting that's what the developers
did!) Sands of Time is an amazing title that is easily one of the
best third person action games I have ever had the pleasure to play;
the story is gripping, the ending is brilliant and, most importantly,
the gameplay is top notch. The only thing stopping it from scoring
a solid 10 is the sometimes too linear gameplay and fleetingly fast
nature of the experience. Nevertheless, this should be very high
on your purchase list or your next rental. Either way, get it soon!
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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