MAGAZINE

Time Extend: Prince Of Persia - The Sands Of Time

Edge Staff's picture

By Edge Staff

July 14, 2009

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The contrast between the games is not accidental. Warrior Within set out to improve on TSOT and it tried to do so by listening to gamers. What gamers said was, ‘Make it more like other videogames! We want to unlock things! We want combos! We want collectables!’ But there’s a problem with listening to gamers and it’s this: the ones that shout the loudest are the smallest minority. And even if a developer could find a way to listen to every single gamer’s preferences individually, they’d still only be hearing from a small sector of gaming’s potential market: many more people do not play games than those who do. What TSOT, with its staunch purity, hazy beauty and un-videogameness offered was something for people who don’t like what’s already available.



The same process happened with the aesthetic. Both TSOT and WW are fantastic pieces of design. Imaginative and disciplined, they create worlds that are both consistent and consistently beautiful. But WW’s world of gloom and grit is a world we’ve visited before. TSOT was a revelation in billowing silk and creamy marble, splashed with the colours of wine and jewels. Nor is it just the world – TSOT’s sophisticated characters have been pulled back into the realm of videogame convention. The prince has lost his aristocratic flair and his gentle English accent. The moment in WW when he snarls “YOU BITCH!” is the moment he ceases to be an individual and becomes a cipher, a new skin to slip over every other identikit hero you’ve ever played. The females fare no better, losing Farah’s womanly sensuality in a quest to sex her up with a painted-on thong and breasts like grapefruit. It’s a desperately disappointing step back from the leap that TSOT took by demonstrating so emphatically that games can portray female (and male) sexuality in a way that isn’t degrading, adolescent and ugly.

This isn’t a question of aesthetic snobbery. There will be many who prefer the grittier look of WW to the matinee-idol excesses of TSOT, just as there are some who cursed and some who cheered when they heard of the involvement of Godsmack. Nor is it a criticism of the designers’ intentions. However welcome more of the same would have been, TSOT 1.5 would have been an unambitious and ultimately self-defeating project. Changing the story and evolving the prince’s personality to reflect the horrors he’s endured is a laudable way to approach a sequel. The frustration is that instead of moving the game forward, it moved it back. WW showed us a game world we already knew would work. TSOT showed us that games could do things we didn’t know they could; it expanded the horizons, offering something genuinely different.



After then, those horizons shrunk back. 3D platforming did not experience a glorious renaissance. The industry looked inwards, relying on men, guns, cars and crime to appease its core market - and it still does. Sex largely remains an unmentionable taboo, with little on offer beyond Larry’s leisurely knob gags and an endless parade of ‘enhanced’ female characters in impractical underwear. Games are becoming ever more bloated, blindly trying to satisfy the illusory demands of an audience who only finish every tenth title they buy. TSOT’s slow sales mean that, despite critical acclaim and continuing popularity, its innovations are considered a failed experiment: rewind, rewrite, start again. Had it stormed to Christmas number one, history may have been very different. As it is, the stronger retail performance of Warrior Within (and the whooping 100 per cents awarded it by certain elements of the press) reflected a more likely direction for gaming: macho, bloody and moody.

It is perhaps as it should be. There is nothing inherently wrong with men, guns, cars or crime. In the last few months alone, games of true excellence have been released which create sparkling and unexpected experiences from those simple, staple ingredients. And it means TSOT doesn’t have to suffer the indignity of a dozen clumsy clones, diluting its brilliance and fudging its simplicity. Instead, TSOT hangs suspended, a moment of gaming magic preserved in gleaming amber. And there it will stay forever, untouched and unspoiled, waiting for you to come and listen again. “Sit down,” it says to you, softly, “for I have a tale to tell, like none which you have ever heard...”

This is an edited version of an article that originally appeared in E146. Like what you’ve read? Buy your copy of Edge now for £4.50 and get it delivered to your door (UK and Europe only) www.myfavouritemagazines.co.uk/gamesradarshop

GeeLW's picture

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...

Badben's picture

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.

gavacho13's picture

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.

Jack_'s picture

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.

GMartin's picture

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.

Jack_'s picture

It's from issue 146. I don't think Assassin's Creed was around back then.

But they do touch on mechanics in there.

Uchendu Nwachuku's picture

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.

monkfishjoe's picture

It makes you realise how shit the current gen POP is...

Jaumpasama's picture

Absolutely

Jack_'s picture

I don't have anything to say other than "great article." Perhaps the most magical game from the last generation.

mentor07825's picture

Agreed, definately.