By Edge Staff
July 14, 2009
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PRINCE'S PROGRESS
The Prince Of Persia sales scandal was one of the juiciest bits of game journalist gossip at the end 2003. Despite widespread acclaim, the game barely made a dent in the all-formats Christmas charts, entering at a miserable 33. An exclusivity deal with Sony meant that only the PS2 version launched before Christmas, and despite print and TV advertising, Ubisoft was unable to generate much of a buzz about the game. However, the game went on to perform strongly: it was almost immediately discounted on PS2 and the cheaper price, along with Xbox, PC and GC versions, bolstered sales enough to reach 2.4 million by the end of April. It was an impressive comeback, but one thoroughly eclipsed by the 1.8 million units Warrior Within sold in its first two weeks on release.
The dagger plunges into the cold blaze of the glinting sand and you have a moment to breathe. A moment to sense the shapes of all the things you won’t have time to think about: the consequences of what you’ve done and the consequences of what you haven’t; the price of what you’ve lost and the price of what you’re yet to find; the things you’ve changed and the things that won’t change back. Before the shapes have time to form it starts, pulling you back past every shout of wonder, every splash of sudden sand, every breathless ache of victory: faster, faster, faster. And then the world is as it was, cool and quiet as raindrops, and you can take another breath. But by the time it leaves your lungs it has begun again – the same midnight race, the same moon-bleached balcony. A different prince. A different you.
It’s the hallmark of every good videogame – the urge to go back to the beginning as soon as you get to the end. Prince Of Persia: The Sands Of Time goes one better: it restarts the story for you as soon as it reaches its climax. It’s not a complicated tale – the prince, driven by his greed for glory, is tricked by a scheming vizier into unleashing the Sands of Time, which kill everything they touch. They can’t be stopped, only contained, so the game charts his mission to turn their power against them and rewind time to a point before his fatal mistake. It’s hardly a spoiler to say that he succeeds, and when he does, the game plays it straight. You return to the opening scene of the game, and no one but the prince knows what so nearly happened next. All that remains is to take steps to safeguard the Sands, and the prince can sleep easy. Simple. So simple that it’s easy to overlook how beautifully you’ve been tricked. The game is transparently honest with you from its very first moments. The prince slips from a moonlit balcony into the warm glow of a bedroom. We see a woman sleeping, hear her gasp. “You may wonder who I am,” says the prince, silencing her. “Sit down, and I will tell you a tale like none which you have ever heard.” What could be plainer? But gamers have been trained for years to mistrust cut-scenes; what gamers trust is action. And so, once they gain control of the prince, the bedroom and the tale-telling is dismissed or forgotten. Shrugged off as a hackneyed narrative device for setting the game’s fantastical scene. 
Games don’t handle time very well – saves and deaths, reloads and pauses see to that. What games communicate convincingly is the now. The better the game and the purer the connection between the player and the action, then the greater the sense of nowness. We even call it ‘immediacy’, complimenting the game on its ability to replace the passage of time with an eternal, continual present. So even if a game tells you to your face that this action which feels so urgent, this danger which feels so pressing, is actually all done and dusted, something which the participants have converted into anecdote, it’s still hard to adjust. Even the prince’s asides (“Do you wish me to leave before finishing my story?” he asks, shocked at your audacity in selecting ‘Quit’ from the menu) just seem like cheesy conceits, window-dressing for a self-conscious story.
Sands of Time was/is brilliant. Warrior Within is the annoying wannabe, period. It's a decent game, but Ubisoft should have followed their own muse, not let the know-nothing gamers with barrel-smashing breast physics love re-guide the game design into what the sequel turned out to be. It's like having Eli Roth direct a remake of The Seventh Seal.
As for that last PoP game - looked great, less filling. I'm seriously dreading the movie, that's for damn sure...
A very nice article, reminded me of playing through a great game. I've still got it somewhere; I think I'm going to have to dig it out and fire it up later on.
Oh, and smashing barrels. Smashing f**king barrels. Oh dear god how I hate it. How massively inappropriate it is to certain games. Example; Fable II - I have a HALO ffs, yet, in order to make sure I don't miss anything obvious in times of no-money, I have to smash barrels. I'm a moral creature! I'm overflowing with good deeds! I hand out money to beggers if I've got any spare and make the children laugh and the ladies sigh with my gentlemanly acts! I don't even like to RUN through the towns and villages because running everywhere makes me look like a berk, so I walk and retain my huge, aged dignity. I arrive with a slight smile. And then I HAVE TO SMASH BARRELS and once I accidentally hit someone WHO DIED.
Why why why? At least let me open the barrels with my fricking hands! etc etc etc
Sorry. Only just on topic but heck, it all just built up in me, I had to let it vent.
I agree with almost everything the writer of this article said
POP Sands of Time was an awesome game experience that stands out above most other games I've ever played. It's unique, it's fun, it's innovative, and it's challenging without being ridiculously hard to beat. I actually never played Warrior Within, because I was disappointed to see the series take a turn into "M" rated territory. In fact, I view WW as a sad example of game developers pandering to to the masses. Sure, they're in business to make money like anyone else, but it's depressing to see games turn to gratuitous violence & female nudity in order to increase profits, at the expense of everyone's (gamers & developers) dignity.
The new POP game (2008) has been a lot of fun, due in large part to Ubisoft's decision to try & turn back to so many of the good things that were in Sands of Time. The relationship between the Prince & Elika is refreshingly healthy, and avoids so many of the over-sexualized cliche depictions of women & their relationships to men in most video games.
As great as the new POP game is, I still have to admit that I think Sands of Time was a better game. There are elements of the new POP I like better, but overall, Sands of Time still stands as the best game in the series in my mind.
Personally I can't stand the new PoP, or the Prince's relationship with that... thing. It's like if four different writers who never communicated with each other tried so hard to give her a personality that she just ended up with one for each.
Oh, and the gameplay is just a glorified series of quicktime events. In Sands of Time you felt like you had an idea of where you were going and where you hoped to end up, and you carved your path through the world like that; in 2008 you're just pressing the buttons it tells you to until you reach one of those magic circles that throw you randomly across the landscape, which all function the same, except one of them has Elika puttering around flying looking for something to make you dodge.
Combat, like the platforming, looks pretty but is only barely interactive, and again, like the platforming, you're just watching the same animations over and over again, it's not like it's any fun.
In short, dull gameplay does not make for relaxing gameplay.
Prince of Persia Sands of Time is a wonderful game, and surely deserves a better time extend than this. This article is mostly narrative, avoiding discussing mechanics or concepts in any depth and oddly comparing it to Warrior Within, a game created without the creative director that gave the original its unique personality, Patrice Desilets. Would talking about Assassins Creed, the true spiritual sequel to the game, not be more appropriate? How Assassins Creed carried the idea of pared down storyline and mechanics, non traditional setting, and non conventional storytelling into the next generation is far more interesting than showing how Warrior Within, widely acknowledged as an average game, is average.
It's from issue 146. I don't think Assassin's Creed was around back then.
But they do touch on mechanics in there.
I remember when this article was first published on Edge's legacy website. Then, as now, it reminded me what a fantastic game PoP:SoT was. A true joy to play. It's one of the few previous-gen games I still own, and I still pull it out to play on my 360 every few months.
It makes you realise how shit the current gen POP is...
Absolutely
I don't have anything to say other than "great article." Perhaps the most magical game from the last generation.
Agreed, definately.