Upon hearing the title
Prince of Persia, you may be forgiven for harking back to the
1980’s Spectrum original, and the later, rather disappointing, SNES
and Mega Drive renditions. It’s no secret that the title is taking
the name and theme from these early titles, whilst the horsepower of
today’s systems allow for considerable improvements in terms of
graphics, sound, animation and scope-of-play. But, the real question
that arises, as with so many of today’s franchise “updates”, is will
it be worth it? Now, as I stated
in the above paragraph, I did find the original titles rather
disappointing, landing somewhere between Super Mario Bros. (NES)
and Aladdin (SNES), and never really feeling comfortable next
to either. Two mediocre platform adventures that had some nice
ideas, but failed due to basic, boring, unimaginative level design
and general gameplay. To this day I have never experienced the
original Prince of Persia 3D.
However, as critical as I may be of the original titles, I have
endeavoured to play Prince of Persia: Sands of Time with an
open-mind. Upon the first play, this was decidedly easy. Other than
visual style, animation/available moves and storyline-details there
appeared to be very little to relate the title to its predecessors.
This is a step away from most of the “updates” that are released on
our systems as, with the originals being rather old, the move into
3D was entirely new to me, and has completely altered from the game.
The game appears
to be constructed in a rather easy-to-access way. Rather than
stealing the level plan from Super Mario64 - having
individual worlds with a hub to choose your level from - as most
post-1996 platform titles have, the game is entirely constructed of
rooms. Each room will ask you to complete a task, ranging from
merely reaching the door on the opposite wall, to killing
twenty-or-so enemies, to realigning rails in order to swing across.
Before beginning each room, you are treated to an aerial-pan, which
often points out objectives, and at each save point you will view a
premonition of what lies ahead-containing many, many helpful clues.
The tasks will make employ every move in your arsenal, which is
quite substantial including wall running, jumping between walls to
reach higher points, swinging on bars/ropes/pillars, climbing,
fighting etc.
The game’s
puzzles range form tedious to very taxing, but at all times there’s
a sense of impatience, hurrying to get through the room just to see
what lies in wait in the next. For the best part the puzzles are
exceedingly well balanced, but one or two of the areas may have you
wondering exactly where it is you have to go next. The main feature
of the game is incredibly reliable at these points. As the Prince,
you control the “sands of time”. This power allows you to “rewind”
time, allowing the correction of a single misplaced jump or mistimed
wall-run. As you ability increasing throughout the game, as does the
length of time you are able to skip back.
The fighting system implemented in the title appears to have taken
much inspiration from Enter The Matrix, allowing for some
dazzling attack combinations with just a few button presses, but,
thankfully, the AI is far improved and the combat-coding has
actually been finished! The impact upon the enemies is often
pleasing, and the array of moves available will have you prancing
about the screen just trying to see what your character can do!
With such a wealth of moves on offer, you could be forgiven for
believing that, especially with the uniqueness of the GameCube
control pad, that the complexity of the controls would call for a
four-hour long training mission just to get used to everything.
Although at first they may appear slightly daunting, ala Metroid
Prime, within an hours’ play you’ll be rope swinging with the
best of them. The responsiveness and layout of control is flawless.
The titles’ sound is, again, remarkable. With a 5.1 system running
the game takes on
a new level, and boasts cinematic quality effects
at every turn. Animation and graphics are also worthy of note. The
character models are chunky and well designed, even if the enemies
are a bit bland at times, at the animation for the characters moves,
cut-scenes and background detail is comparable to the mighty The
Legend of Zelda: The Wind Waker… GASP! A minor flaw in this
quality which I noticed fairly late-on in the game was the camera.
Although allowing for perfect judgement and clarity at the start of
the title, later the camera seemed to become almost arrogant,
demanding to remain in its default position no matter how you try to
adjust either it itself or the positioning of the Prince on the
screen.
The title boosts an uncompromising ability to push the platforming
genre forward, and creates some very imaginative features that are
bound to become stablemates for the industry. In a change to the
current tradition, the game does rely on in-game mechanics and the
players’ ability to progress in order to continue the storyline,
rather than featuring 15 minutes of FMV followed by 5 minutes of
gameplay. The package adds up to quite an entertaining title, that
for the average gamer will take about 15 to 20 hours to complete (a
seemingly “unofficially agreed” game length within the industry),
which by no means is short-lived.


Kev J.
Reviews Score Table Interpretation. 25/05/04 Each of these articles has been
written either independently of Electronic Theatre or by an
external viewer. The opinions discussed in these articles in no way
reflects the opinions of Electronic Theatre. If you wish to enquire about pricing of any
titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.uk |