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Prince of Persia: The Sands of Time

Prince of Persia: The Sands of Time is a 2003 action-adventure game developed by Ubisoft Montreal and published by Ubisoft. The game was released on the Game Boy Advance, PlayStation 2, GameCube, Xbox and Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series created by Jordan Mechner, who served as creative consultant, designer, and scenario writer for The Sands of Time.

Gameplay
Prince of Persia: The Sands of Time is an action-adventure puzzle-platformer. The player controls the main protagonist, an unnamed Prince from a kingdom in Persia. Environments are seen through a controllable third-person view. The camera's view changes to different positions triggered by entering certain areas or performing actions. Portable versions The Game Boy Advance version shares basic elements with its console counterparts. Displayed from a side-scrolling view, the Prince navigates the palace of Azad using his acrobatic skills. The Rewind ability is still present to save the Prince's life, and is also involved in solving some puzzles and fighting bosses. New moves and abilities are gained by the Prince by performing moves and solving puzzles. Farah is featured as a second playable character in some sections, with switching between the two being key to some puzzles. The mobile version is similarly a side-scroller, featuring simple puzzles and traps. The powers linked to the Sands are absent, but enemies must still be killed by stabbing them with the Dagger. There are three enemy types: archers, flying enemies, and foot soldiers. == Plot ==
Plot
In Persia during the 9th century AD, the Prince narrates to an unseen listener about his adventures. The Prince and the army of his father Shahraman are passing through India to visit the Sultan of Azad. The Vizier of a local Maharaja, wanting to prevent his death using a substance known as the Sands of Time, entices them into attacking the Maharaja's palace, where the Sands are stored. During the fight, the Prince loots an artifact called the Dagger of Time, and the Maharaja's daughter Farah is taken as a gift for the Sultan of Azad. Visiting Azad, the Vizier tricks the Prince into releasing the Sands, turning everyone but the Prince, the Vizier and Farah (protected by the Dagger, a staff and a medallion respectively) into monsters. Despite mistrusting each other, the Prince and Farah gradually fall in love. After navigating the palace of Azad and reaching the hourglass of the Sands in the Tower of Dawn, the Prince hesitates when following Farah's instructions on containing the Sands, unsure of whether to trust her as he has reoccurring visions of her stealing the Dagger from him. The Vizier ambushes them and they barely escape with the Dagger, ending up in a tomb beneath the city. As they try to find their way out of the tomb, Farah recounts a childhood story to the Prince that she has never told anyone else. Eventually finding shelter in a mysterious bathhouse, Farah seduces the Prince into the bath and they spend the night together. When the Prince wakes back in the palace, he realizes that Farah stole the Dagger while he was asleep and left the Prince her medallion to protect himself. He follows her and only just manages to catch her as she is driven over a ledge above the hourglass by monsters by grabbing the blade of the Dagger she holds, cutting his hand. To save the Prince, Farah releases the Dagger and allows herself to fall to her death. As the Prince mourns over her with the Dagger back in his wounded hands, the Vizier offers him eternal life in exchange for the weapon. The Prince refuses and stabs the hourglass with the Dagger. Time rewinds to before the attack on the Maharaja's palace, and the Prince, still in possession of the Dagger and his memories, runs ahead to warn Farah of the Vizier's treachery. It is now revealed that the Prince has been recounting his tale to Farah, and as he finishes, the Vizier enters to kill him. The Prince kills the Vizier and returns the Dagger to Farah, who believes his narrative was just a story. The Prince kisses Farah but she rebukes him because she no longer has any memory of having fallen in love with him. The Prince rewinds time to undo his kiss. In parting, the Prince mentions a private word Farah told him during their time in the tomb, leaving her amazed and proving to her that what he had told her was indeed real. == Development ==
Development
The development of the initial concept work for The Sands of Time began in the second quarter of 2001, after Ubisoft had bought the Prince of Persia license. While Ubisoft held the Prince of Persia catalog, the actual IP still belonged to the series original creator Jordan Mechner, but he was initially unwilling to return to the series after poor experiences with Prince of Persia 3D. The game was developed by Ubisoft Montreal, which was also a year into developing ''Tom Clancy's Splinter Cell''. After some mock assets had been created, Ubisoft asked Mechner to come and help develop the game, showing them their concepts and the assets as AVIs. Mechner was impressed by Ubisoft's work and came on board as a creative consultant. He soon became more involved with the project, becoming the game's designer and writer. Full production began in June 2001, and at its peak was worked on by a staff of 65 people, internally known as "PoP Team". Development ran parallel to that of Splinter Cell, and as part of their research, the development team read One Thousand and One Nights, a collection of stories originating from the Middle East that Mechner had previously used as inspiration when designing the original Prince of Persia. The Sands of Time was announced in March 2003. It was released for the PlayStation 2, Xbox, GameCube, Game Boy Advance and Windows. The versions were released gradually between October and November the same year. The Game Boy Advance version of the game was released in North America on October 28 and in Europe on November 14. Scheduled for release in North America on November 11, the PlayStation 2 and Xbox versions were shipped to stores on November 6 and November 10, respectively. The PlayStation 2 version was released in Europe on November 21. The GameCube and Xbox versions were released in Europe the following year on February 20, 2004. The various versions had multiple differences in both graphics and control options. The GameCube and Xbox versions included a documentary about the making of the game. The PC port came with support for EAX, EAX2, and EAX3 Advanced HD. Gameloft developed a version of the game for mobile phones, which was released in April 2004. Two versions were developed for higher and lower-spec mobile phones. The PS2 version was released in Japan on September 2, 2004. The game was published in the region by Sony Computer Entertainment Japan, who were impressed by both the quality and the praise it earned in the west. The main character's acrobatics were designed to be novel to the video game medium, inspired by similar stunts performed in Crouching Tiger, Hidden Dragon and The Matrix. A video game which provided inspiration for the acrobatic feats of the Prince was ''Tony Hawk's Pro Skater''. Elements such as using ladders as part of combat, and riding on a magic carpet or a horse were axed early in development. The Rewind function was suggested by the game's director Patrice Désilets based on experiences playing ''Donald Duck: Goin' Quackers, where he had wished to rewind after making a mistake rather than restarting the entire level. Lacoste highlighted as an influence for the palace the animated film The King and the Mockingbird'', which is set entirely in a single castle with floors stratified by rank with a king at the top, resulting in the desire for the Prince's journey to be a climb through the castle in levels that focused on verticality. The overall art direction tried to enhance the beauty of the Arabian Nights-inspired environments with blue-tinted lights and extensive set dressing. Art director Raphael Lacoste did not join the team until July 2002, well into the game's production, resulting in multiple delays in creating the game's environments. This issue was compounded by the need to produce a demo for the 2003 Electronic Entertainment Expo, then to deliver an entire game at the same if not a higher quality than the demo. During the aftermath of E3, the team considered release The Sands of Time as two games so they could include all the desired content, but the idea was dropped. Another element that needed to be cut after the demo was a griffin boss that would appear three times during the Prince's journey; The way the engine was structured, with all assets in a single accessible folder, proved problematic when alterations needed to be made or new features added, as the team size meant too many people were accessing the engine and were causing data to be overwritten, files to be corrupted, and the whole system to crash. They attempted to solve the problem using a "data monkey" solution which would allow for simultaneous access, but it came late in development and they did not risk making such a radical change to the system. Instead, they set up a file server to manage check-in times, which could allow for management of access and prioritisation of critical work. To enable these seamless transitions regarding a technical restriction of the Jade engine, that was only be able to render one large room at a time, the rooms were separated by large S-shaped corridors, and as the player was halfway through the corridor the game would invisibly unload the previous room and load in the new one. Writing 2010 Mechner created the scenario and wrote the game's script. Level designer Jean-Christophe Guyot noted that after the earlier versions of the plot had more fantasy elements, including a floating castle, once the game became more story-driven the resulting experience "was a little bit more mature, and with deeper meaning." Mechner noted that the plot was "a disguised zombie horror story" where the Prince and Farah were the only survivors confined in a location where a plague turned everyone else into undead monsters. Chatwood was chosen for the role as Ubisoft wanted music that had Persian elements in it to fit the setting, while not being pure Persian music. When he was approached, Chatwood expanded his music library as part of his research. To achieve the desired effect, rock elements were mixed with Middle Eastern music and melodies, along with Indian elements. Chatwood used different instruments, including an Indian tabla and strings, along with vocal tracks by Cindy Gomez and Maryem Tollar. Tracks from the game were included in an album featuring music from both The Sands of Time and its two sequels Warrior Within and The Two Thrones. The album was released on 1 December 2005 as a pre-order bonus for the PS2 and Xbox versions of The Two Thrones. A larger compilation album featuring music from the three games was released digitally by Ubisoft on January 3, 2011. For the sound effects, the team worked with sound company Dane Tracks to create most of the game's sound effects, with the rest being done by Ubisoft Montreal. To make the enemies in the game stand out, the sound team mixed "organic and evil" sound effects with whispering sounds, rather than using sound effects associated with the undead. Farah was voiced by Joanna Wasick. Lowenthal and Wasick recorded their dialogue in separate studios. == Reception ==
Reception
Sales By the end of 2003, sales of Prince of Persia: The Sands of Time had reached 2 million copies, and Ubisoft highlighted the game's success in Europe in a quarterly business report. Europe accounted for 1.1 million sales by February 2004; worldwide sales rose to 2.4 million units by the end of March. During its North American debut, the game suffered from poor sales: by December, the PS2 version had sold 218,000 copies, the Xbox version 128,000 copies, and the GameCube version 85,000 copies. Its combined sales since release at that time totaled 272,000 (PS2), 172,000 (Xbox), and 100,000 copies (GameCube). It was speculated that its sales were negatively affected by the concurrent release of Beyond Good & Evil, alongside other prominent releases at the time. In response to this, Ubisoft offered copies of their other games free with purchases of The Sands of Time, providing a boost to sales. By July 2006, the game's PlayStation 2 version alone had sold 700,000 copies in North America, bringing an estimated revenue of $24 million. During its week of release in Japan, the game reached seventh place in the charts, selling 14,000 copies. This was noted as being high for a western game released in Japan. By the end of 2004, it had sold 26,116 copies. It received a "Gold" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 200,000 copies in the United Kingdom. As of 2014, the game has sold over 14 million copies worldwide, across all platforms. Critical reviews The Sands of Time received critical acclaim upon launch. Edge said that, despite difficulty spikes caused by respawning enemies, "the game cannot be commended highly enough". Both Eurogamer and Official PlayStation Magazine positively compared the game's aesthetics and presentation to Ico. 1UP.com reviewer Corey Padnos was pleased with the Prince's acrobatic performance and the game's general performance, while lamenting the lack of the time-based mechanics of the main games and the lack of plot. At E3 2003, The Sands of Time was named as "Game of the Year". The game was named as Editor's Choice by GameSpot and IGN. The Academy of Interactive Arts & Sciences, at its awards ceremony in 2004, recognized The Sands of Time with "Console Game of the Year", "Console Platform Action/Adventure Game of the Year", and "Computer Action/Adventure Game of the Year"; it was also awarded with "Outstanding Innovation in Computer Gaming", as well as outstanding achievement in "Animation", "Game Design", "Gameplay Engineering", and "Visual Engineering". At the 2004 Game Developers Choice Awards, the game won the "Excellence in Game Design" and "Excellence in Programming" awards; it was also nominated in the "Game of the Year" and "Excellence in Visual Arts" categories. In 2009, Official Nintendo Magazine ranked it the 86th best game available on Nintendo platforms. The staff praised the developer's successful transition from 2D to 3D. IGN and Edge both named it among their 100 greatest games of all time in 2005 and 2007 respectively. Computer and Video Games placed it in its 2007 list of the 101 best PC games ever. In 2010, GamePro chose it as the 13th best PS2 game of all time. == Legacy ==
Legacy
The year after the game's release, the game was featured in an episode of ''How It's Made, in a segment dedicated to video game production. The success of the game prompted immediate development on a sequel, Prince of Persia: Warrior Within, with a darker aesthetic. It was released in November 2004. Several further sequels set in the continuity of The Sands of Time'' followed. The ''Assassin's Creed series originated out of ideas for a sequel for Prince of Persia: The Sands of Time. Its critical and financial success led Ubisoft to request Ubisoft Montreal to develop a sequel, aiming for the next console generation. The Ubisoft Montreal team decided on taking the gameplay from The Sands of Time into an open world approach, taking advantage of the improved processing power to render larger spaces and crowds. Narratively, the team wanted to move away from the Prince simply being someone next in line for the throne but to have to work for it; combined with research into secret societies led them to focus on the Assassins, heavily borrowing from the novel Alamut. They developed a narrative where the player would control an Assassin that served as a bodyguard for a non-playable Prince, leading them to call this game Prince of Persia: Assassin. The "Animus" device allowed them to explain certain facets of gameplay, such as accounting when the player fails a mission, in the same way they had done in The Sands of Time''. Cancelled remake A remake of the game, developed by Indian studios Ubisoft Mumbai and Ubisoft Pune, was announced at Ubisoft Forward 2020 and was originally scheduled for release on 21 January 2021, for Windows, PlayStation 4, and Xbox One. Lowenthal returned to voice the Prince, while Farah was voiced by Supinder Wraich. The announcement trailer drew criticism from fans who considered the game's graphics to be lackluster, particularly as it was being developed using the newest iteration of Ubisoft Anvil. Ubisoft responded by stating that the visual style was an intentional choice, as they had wanted it to be "unique ... to make this game standout from other games" due to its fantasy elements. The release of the game was initially delayed by Ubisoft to 18 March, before being postponed indefinitely to "deliver a remake that feels fresh while remaining faithful to the original". In its quarterly financial report of 2021, Ubisoft stated the game was expected to be out during its 2022–2023 fiscal year. By May 2022, Ubisoft Montreal was taking over development of the remake. A month later Ubisoft once again delayed the game, this time stating that the company was no longer targeting a release during its 2022–2023 fiscal year. In November 2023, the official Prince of Persia social media account posted that "the project has passed an important internal milestone and development is progressing". At Ubisoft Forward in June 2024, Ubisoft announced that the remake will release in 2026 under the original title Prince of Persia: The Sands of Time. In January 2026, the remake was confirmed to have been one of several projects that had been cancelled at Ubisoft as part of a major company restructuring. == References ==
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