Format: Playstation 2 Genre: Platform/Adventure Released: 2003 Developer: Ubisoft
Prince of Persia: The Sands of Time has been on my list of ‘games to do’ since we started this blog, but seeing as the Prince of Persia film is coming out this week, now seems like a good time to cover it. By the way, doesn’t that film look absolutely terrible from the trailers? I don’t want to judge it before I see it, but I’d raise a quizzical eyebrow if it turned out to be a cinematic classic. Call me a cynic, but I’ve a feeling it will follow in the manured footsteps of the many, many other video-game-to-film disasters – and seeing the dread name ‘Jerry Bruckheimer’ on the credits seals the deal.
I should mention at this point that I absolutely hated the original 1989 Prince of Persia game, despite its fancy rotoscoped animation – it was without doubt one of the most unerringly difficult and unendingly frustrating games I’ve ever played. I couldn’t see the point in creating such amazingly fluid animation when most of the gameplay involved creeping along at a snail’s pace while scanning the screen for barely visible traps. Then dying in said traps and starting all over again. And again. And again.
Thankfully Ubisoft picked up on this when they developed Sands of Time – not only was the game much more fluid, the addition of an ability to rewind time meant that frustrating level restarts (almost) became a thing of the past.
The rewind ability was a fantastic touch – it’s a shame it hasn’t been used more often. Who wants to click through various ‘Game Over’ screens when they die in a game? Surely it makes much more sense just to rewind back to the point at which you know you made a mistake and carry on playing. And another bonus of the rewind system is that it encourages you to experiment a little more – there’s nothing more frustrating than attempting a jump that you reckon you’ll just about make, then plummeting to your death because you were a few pixels short of a ledge (Tomb Raider, I’m looking at you). But in Sands of Time you’re free to experiment with impunity, and the game’s all the more fun because of it.
However, Sands of Time‘s biggest draw was its fluidity – Lara Croft suddenly looked like a creaky octogenarian when the acrobatic Prince arrived on the scene. The ‘wall run’ move – running along a vertical wall to clear a chasm – is one of the most satisfying inventions in videogame history, and not only does it look impressive, it’s incredibly easy to perform. The same is true of most of the game’s moves – from running up the body of an opponent and deftly flipping over his head to scampering up ledges like a monkey on uppers – and the excellent controls give you a sense of empowerment and connection with the main character that’s sadly lacking in most games.
It’s a shame the ‘Mystical Arabia’ look was all but abandoned for the subsequent two installments, which adopted a dark aesthetic that tarnished the feel somewhat, but I liked the cel-shaded 2008 reboot, even if it didn’t quite match up to Sands of Time. But regardless of the quality of the sequels, it’s interesting to see how the controls and animation of Sands of Time went on to be so influential (the wall run has since turned up in games from Assassin’s Creed to Mirror’s Edge – click here for a complete list). I wonder whether the film will prove to be so successful…