Quite simply, right from the start, almost everything about it feels right. The tone of the Prince's voice, the way he moves around the game's palatial labyrinth, the way he reacts to common gameplay scenarios (grasping a ledge at an angle, shimmying round corners, moving a box in any direction just by holding one side and using the analogue stick rather than having to run round it every time to push, etc), the way the combat fits in with the rest of the game, the way the puzzles are introduced, considered and solved, the placement of save points and foreshadowing of key game events through occasional 'visions' (it does work, trust me), and especially the Sands of Time angle, of which more shortly. Prince of Persia, for the uninitiated, began life as a stylish platform adventure released during a time of archaic, slender and even unfinishable games, which had the player control a sword-swinging and acrobatic prince on a quest to rescue a damsel in distress. It was crude in some respects, but dazzlingly original and rewarding in others, and the decision to pit the player against an hourglass was sheer genius. Prince of Persia: The Sands of Time, which was reportedly only green-lit after creator and rights-holder Jordan Mechner personally okayed it, takes what made the original game good and translates it to 3D, making a smattering of its own intelligent decisions along the way. #PRINCE OF PERSIA SAND OF TIME TRAINER PS2#.
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