20 years ago, Prince of Persia: Sands of Time proved we don’t need remakes

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No no no, that’s not what happened. The idea of an entire story told in flashback has been used many times in cinema and books, definitely less so in games. But there are many ways to tell a story, so even the wrong ones might be considered. What about if the story takes a sudden turn and the main character dies? Well, he would have no other choice than to interrupt the flashback, break the fourth wall by talking directly to us and wind the story back before that untimely demise.

That was one of the fascinating narrative devices which fueled the return of the Prince of Persia series in 2003’s Sands of Time. I am here to look back at what made that return so special and still warrants a fresh playthrough, some 20 years later.

First, let us pause and go back to the late 80s. What made the original 1989 Prince of Persia special? Was it the gripping narrative? Or perhaps a faithful recreation of a palace in ancient Persia? No, those definitely would not be the right choices. Rather, they would be the high rhythm action gameplay, the incredibly smooth movement of the prince, along with the exquisite graphics. Well, for the time.

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