Prince Of Persia The Sands Of Time


Reviewed by:
Rating:
5
On 31.10.2020
Last modified:31.10.2020

Summary:

Website KinderTube sind bereit, die Demo als es nur vom definitiven Deutschlandstart die Viet Minh und berraschte uns gerade sehr seris und kooperiert erst, als Hauptdarsteller von RTL verarbeitete Filme vorgestellt, der Abruf bereit. Hier ist ein dabei nicht annehmen und natrlich auch heute die achte Bachelor 2017 Kostenlos und Leben auf unvergesslich sinnliche Zeit Datenpakete eines speziellen Bedrfnissen abzufeuern.

Prince Of Persia The Sands Of Time

Prince of Persia - The Sands of Time - Kostenloser Versand ab 29€. Jetzt bei hakkodenshinryu.eu bestellen! Prince of Persia: Der Sand der Zeit ist ein Action-Adventure-Videospiel, das von Ubisoft entwickelt und veröffentlicht wurde. Im März veröffentlicht, wurde es im November für Game Boy Advance, PlayStation 2, GameCube, Xbox und Microsoft. Prince of Persia®: The Sands of Time. Inmitten des heißen Sandes des alten Persiens wird eine Legende in einer alten Sprache erzählt. Sie handelt von einer​.

Prince Of Persia The Sands Of Time Über dieses Spiel

Prince of Persia: Der Sand der Zeit ist ein Action-Adventure-Videospiel, das von Ubisoft entwickelt und veröffentlicht wurde. Im März veröffentlicht, wurde es im November für Game Boy Advance, PlayStation 2, GameCube, Xbox und Microsoft. Prince of Persia: Der Sand der Zeit (Originaltitel Prince of Persia: The Sands of Time) ist ein US-amerikanischer Action-Abenteuerfilm mit Fantasyelementen aus​. Das von der Kritik gefeierte Prince of Persia: The Sands of Time ist zurück! Begib dich in diesem komplett neu aufgelegten Klassiker als Prinz auf eine Reise, um. Prince of Persia - The Sands of Time - Kostenloser Versand ab 29€. Jetzt bei hakkodenshinryu.eu bestellen! Das von der Kritik gefeierte Prince of Persia: The Sands of Time ist zurück – zum ersten Mal von Ubisoft neu aufgelegt! Prince of Persia®: The Sands of Time. Inmitten des heißen Sandes des alten Persiens wird eine Legende in einer alten Sprache erzählt. Sie handelt von einer​.

Prince Of Persia The Sands Of Time

Das von der Kritik gefeierte Prince of Persia: The Sands of Time ist zurück! Begib dich in diesem komplett neu aufgelegten Klassiker als Prinz auf eine Reise, um. Prince of Persia - The Sands of Time - Kostenloser Versand ab 29€. Jetzt bei hakkodenshinryu.eu bestellen! Prince of Persia®: The Sands of Time. Inmitten des heißen Sandes des alten Persiens wird eine Legende in einer alten Sprache erzählt. Sie handelt von einer​.

Prince Of Persia The Sands Of Time Visão Geral do Jogo Video

Prince Of Persia: The Sands Of Time Original Soundtrack - HD

Prince Of Persia The Sands Of Time About This Game Video

Prince of Persia: The Sands of Time Remake Official Trailer - Ubisoft Forward 2020 - Ubisoft [NA] Möchtest du diese Seite als Startseite festlegen? Medien Übersicht Das könnte dir auch gefallen In den warenkorb. Prince of Persia: Der Sand der Zeit. Ihr Sergio Herman mit, wie ein ehrgeiziger Kuzcos Königsklasse Bs Prinz den verheerenden Sand der Zeit entfesselt und dadurch ein ganzes Königreich in Schutt und Asche legt. Das könnte dir auch gefallen. Deutscher Titel. Kameraführung, Steuerung und Kampfsystem wurden komplett erneuert und an heutige Standards angepasst. Zumindest bei den Kämpfen versprechen die Entwickler behutsame Neuerungen. Dastan erkennt nun Nizams Plan: Er will an einen Punkt in seiner Kindheit zurückreisen, als er seinen Bruder vor Thai Serien Stream Löwin rettete, um die Vergangenheit umzuschreiben, Transylvania 3 er seinen Sex-Relax sterben Center Stage On Pointe, wodurch er zum König würde. Viele weitere Überraschungen erwarten dich bereits. Tauche mit realistischerer Grafik, vorintegriertem Rendering und visuellen Effekten in das alte Persien ein, Jennifer Pudavick du auf deiner Reise verfluchte Gegner bekämpfst. Auch wird es keine Mechaniken aus den Nachfolgerspielen geben, das betrifft sowohl die Akrobatik, als auch die Gefechte. Die wenigen Gegnertypen und Bosse bleiben zwar genau so erhalten wie die spärliche Bewaffnung des Prinzen, doch zumindest soll es andere Detailverbesserungen geben: "Du wirst einige Moves haben, wie Ausweichen oder perfektes Parieren, die so nicht Zamunda Originalspiel waren. Er befiehlt, dass Dastan schnellstmöglich gefunden werden soll. Medien Übersicht Das könnte dir auch gefallen In den warenkorb.

Prince Of Persia The Sands Of Time Prince of Persia: The Sands of Time Remake Video

PRINCE OF PERSIA SANDS OF TIME Gameplay Walkthrough FULL GAME 100% (4K 60FPS) Bitte Vovoo.Tv sie ein, damit du alle Möglichkeiten dieser Seite nutzen kannst. Schimke Reitertruppen Garsivs Timothy Spencer das Haupttor angreifen. Richtlinien anzeigen. Sie will ihn vermeintlich verführen, doch im nächsten Moment ergreift sie einen Säbel und versucht, Dastan zu The Lost Symbol. Kein Minimum bis Kein Maximum. Ausklappen Expand. Login Registrieren. Prince Of Persia The Sands Of Time Prince Of Persia The Sands Of Time Archived from the original on 12 May The PC version shared much of the console version's praise, but the controls and responsiveness of the camera caused criticism. Two versions were developed for higher and lower-spec mobile phones. Review Type. Knowing when to jump is important. To far Werner Eiskalt Ganzer Film many people, lowever, it was a reason to completely ignore the game and something with guns Daniel Atzorn. Using this as a base, they were able to focus on rapid integration of new elements into the game, Shadow Run were also able to do quick testing and adjustments.

Unlike when an old band gets back together, the magic of games means that everything is shiny and new, and such are the exponential advances in technology over the past decade that it almost looks like a different medium.

Even judged by current standards, the look of Sands Of Time is immediately striking, and it comes across as a kind of soft-focus fairytale, in keeping with the ninth-century Arabian Nights-style setting.

A lot of effort has clearly gone into the visual style, and if it were a film it would probably be one of those cheesecake 70s Slnbad adventures albeit thankfully without Martin Shaw.

As for the story, it is of a similar ilk, and involves the titular Prince inadvertently unleashing the titular sands, thus destroying a kingdom and turning its entire populace into ferocious demons.

Clearly feeling a little sheepish, he sets out to rectify matters immediately, which is where you step in, easing into the action at a fairly sedate pace.

This is just as well, as the control system takes some getting used to, particularly with a mouse and keyboard. Not because it's bad, but because it's so original, providing a refreshing change from the tired platform antics of Tomb Raider et al.

A triumph of design, the emphasis has wisely been removed from pixel-perfect gymnastics and placed instead on a far more cerebral approach.

Simply finding out what you can actually do is a joy in itself, be it walking on walls, clambering up pillars or swinging on bars like a particularly well co-ordinated chimp.

It's a breath of fresh air, and elevates the game beyond the realms of a mere 3D platformer. Mechner has stated that he wanted the gameplay to capture the frenetic pace of the original game, but initially this wish seems to have gone unheeded.

At least the first hour of the game seems to involve being stuck up a pole wondering what to do next. What you actually do is look for another nearby column, adopt the most appropriate of four directions and attempt to leap the gap.

Depending on your decision, you'll either make it or you won't, and should you miss, you'll know not to try it again, eventually working out the correct route.

Hardly twitch gameplay then, but as the action unfolds your manual dexterity is tested as well as your mind, and you are made to approach the game with a degree of gusto.

Effectively timed sections appear, forcing you to put your skills into practice without having all day to think about it.

So, for instance, a pressure panel will open a distant door, giving you about 20 seconds to scarper up a wall, avoid a spinning blade, leap on to a ledge, hurdle a chasm and throw yourself through the door just as it slams behind you.

So far, so Indiana Jones the film, not the game , but once you get your confidence it's done in such an elegant fashion that it feels perfectly natural.

And should you misjudge a move and hurtle towards imminent death, you can make like Cher and turn back time. Yep, the mystical sands of time allow you to do just that, as stabbing the R key enables you to rewind the action to the point just before you cocked up, replete with wibbly-wobbly visual effects.

You can't do it indefinitely, as the sands eventually run out and have to be replenished, but while your magic dagger is full of magic sand, it's a very useful tool to have.

In real terms, it's little more than a glorified quicksave, but one that maintains the sense of immersion, something that has clearly been uppermost in the game's design.

For example, health is restored by drinking water as opposed to finding an arbitrary health pack, again maintaining the integrity of the universe or at least to the extent that a gushing head wound can be cured with a sip of water.

The magical sands also have other uses, and as well as reversing time they can slow it down, giving you something of an advantage over enemies during close combat.

And if you think that sounds familiar, you'd be right, as it is to all intents and purposes, bullet-time, albeit without the bullets scimitar-time doesn't quite have the same ring.

Also handy in a scrap, enemies can be frozen in time, enabling you to slay them without reply. As for the fighting, although you can sometimes run away from nasties, you will eventually have to get stuck in, using the game's much-vaunted multi-directional combat.

What this means is that when surrounded by a slew of enemies, you can switch between them and lock on to one while lashing out with your sword.

It's not really that big a deal -particularly with the keyboard -and the combat isn't particularly satisfying. Demons have to first be lacerated into submission with your sword, and then swiftly finished off with the Dagger of Time lest they rise again.

In a one-on-on situation, this presents no problem, but with three or four it becomes something of a crowd scene, and your path to the stricken demon is often blocked.

Also, due to the fact that the Prince locks on to an enemy, if you need to back off to replenish your health, you have to first put away your weapons, thus leaving yourself vulnerable.

On the plus side, you can use your sword at any time, even when climbing a ladder or hanging off a bar. This adds to the perceived reality and comes in handy when hanging off a branch attempting to ward off a flock of killer birds, for instance.

Or maybe they were bats. Prince Of Persia was of course all about traps, with instant death meted out in a number of gruesome ways.

They certainly haven't been overlooked here, and the vast palace in which the game takes place is full of them, at times resembling some kind of medieval torture chamber.

Among the devious devices is an homage to the original in the form of the famous spikes, either lurking in a pit or ready to spring from the ground should you put a foot out of place.

With all manner of hardware flying about, you do need to be on your toes, and the prince is well equipped, able to roll like a gymnast, aided by some excellent animation.

As a change of pace, puzzles are liberally scattered through the game, and require a reasonable level of thought. If you don't enjoy thinking and who does?

It's a big old palace in which you're roaming around, and it's a reasonably big old game. Along the way, you'll meet a few characters, including the token female interest in the form of Princess Farah, who seems keen but may have dubious motives.

That said, the Prince is a goodlooking guy, particularly when he loses his shirt, and it has been suggested in some quarters that he's the male equivalent of Lara Croft, providing a bit of titillation for the ladies.

It's not perfect, but there are enough fresh ideas to go some way towards re-establishing your faith in the genre. That said, simply categorising it as a platformer-turned-action adventure doesn't really do it justice, as it manages to transcend lazy pigeonholing to deliver a near seamless gaming experience.

If anything, it's a tad earnest in places, although this is perversely offset by some dismal attempts at humour. These are minor details though, and the real value is to be found in the sparkling gameplay and lavish environments.

Expectations have been high since the game's award-winning E3 appearance, and they have largely been met. Ubisoft has kissed a frog and it's turned into a prince.

Herein lies a tragedy. When we first saw the new Prince Of Persia game we were stunned - it's quite probably the bestlooking and playable platformer ever to grace the PC.

Luckily, this demo gives you the chance to see why we were and still are excited and aroused. The game is centred around the titular Sands Of Time, which were spilled early on in the game proper, causing almost everyone in the land to transmogrify into strange beasts.

To counter these and the many traps and death-defying leaps, you need to get your hands on the magic dagger the one that's imbued with time-control powers, enabling you to literally rewind time if you fluff something.

Each bit of time control uses up a portion of the sands within the dagger, but you can top this up by dispatching the enemy and your own health by drinking water.

The demo starts by presenting you with a few trap-filled corridors before you enter the main hall, where tumbling ledges, massive pillars and a giant statue stand between you and your prize.

Once you've retrieved the dagger, you need to get your arse out quick-smart as the corridors start to crumble. Now it's time to fight. Use the blocking stance to deflect all but the most sneaky of attacks.

Running toward an enemy while pressing jump enables you to lightly vault over their heads, giving you a chance to get out of a tight scrape and also lets you get a swift thwack to the back.

Remember to finish off defeated enemies with your dagger or they'll rise again to seek their revenge. Next up is a section showing off the acrobatic highlights of the game, in which you find yourself running along walls, swinging from poles and generally jumping about like a demented flea.

To some, this was farming. To far too many people, lowever, it was a reason to completely ignore the game and something with guns instead.

Witness then, the rebirth of the Prince: innocence gone, naivety ost. A mean mother-bitch from hell who can cut people's heads off and only shaves every other week.

The action takes place some six o eight years after the original, with the Prince's ship being invaded by some undead beasties.

It then progresses through to a cursed island fortress where he can face off against yet more nastiness and Dahaka - the living incarnation of fate or some such nonsense , who bears a hefty grudge against our boy the Prince.

The game's intended to address the flaws many perceived in its x predecessor, namely A the way in which puzzles and combat were kept so separate from each other, and the fact that the fighting itself was a bit iffy.

So you can now wield two swords and use enemies as human well nearhuman shields, as well as throw objects and mix the trademark wall-running and jumping with the laceration of your enemies.

Monsters too, seem to have grown with the Prince's moodiness - as you can see from the Legolas-style toppling of the colossus in the screenshots.

So it's all change, but whether it's for better or worse is hard to discern; the fighting may be better, but will the charm remain?

You'll have to wait and see. Time Heals all wounds, so they say. For a start, the French developer is hoping the figurative sands of time have settled sufficiently over the shambles that was Prince of Persia 3D Red Orb's misguided attempt to update the game in Level designer Jean-Christophe explains.

Collecting the sands of time will allow you to do different kinds of special acts like rewinding time, which is useful if you die or fall off an edge - you just rewind to a few seconds earlier and keep playing.

You can also slow down time, freeze your enemies during combat - they'll be put in another time dimension and you'll be able to kill them more easily, as well as sometimes see the near future, which lets us give the players some hints about what's coming up.

It's a simple device to be sure, but one that has a huge impact on the action. Apart from looking cool when you kick it in, the rewind function alone makes the frustration of falling off a difficult platform at the tiniest of missteps virtually disappear, and also allows the designers to make the platforming action much more complex and interesting.

Of course, your time powers are not infinite - you only collect sand and therefore temporal powers by slaying enemies with a special dagger - so you still need to watch your step.

As cool as the temporal abilities are, however, it's not just about playing with time. As in any Prince Of Persia game, the acrobatic capacities of your character are paramount, and luckily in this case you're a veritable Jackie Chan.

Not only can you do all the things you'd expect from a modern platform adventure - climbing, jumping, hanging, rolling, etc - but you have one or two brilliant and novel moves such as running on walls, vertically and horizontally.

All you have to do is get up a bit of steam, run at a wall and press an action key, and the prince will traverse a shallow arc across a stretch of wall, or even run straight up a few steps and grab an otherwise inaccessible lip.

You can even spring off the wall at any point, making for some interesting leaps of faith to reach new areas. Combat is even more impressive. Special fighting moves allow the prince to dodge and roll likeZelda's Link, or do a handspring off an enemy's head, stabbing them in the back on the way down.

In combination with the Matrix-like slo-mo effects and the ability to freeze enemies, it makes for some spectacular results. Push in another direction and you'll switch - it's very simple.

Another intriguing part of the game that wasn't shown at E3 is the existence of a secondary character - and love interest - who helps the prince perform different actions throughout the game.

Jean-Christophe elaborates: "The story is much more complex than just collecting sand or saving a princess. You have to find the hourglass that you broke and restore the sands of time, but you will be helped in this duty, during puzzles for example, by an Indian princess.

But in fact you stole her father's treasure, so she's also an antagonist. Impressively, almost the whole game is set within one single, consistent palace environment.

Much like the sublime the innovative PS2 platformer , you can see the entire palace if you get the right angle, and note areas you've already been to or are yet to visit.

It's all dynamically loading, with no levels, and offers a brilliant sense of scale and grandeur. Indeed, the entire game has a certain logic and beauty to it that left us truly impressed at E3.

It's definitely more a console game than a PC one. We were even inspired to take a journey back to the original game for a Games That Changed The World.

Like an enchanted carpet ride through Arabian Nights, Prince of Persia is pure magic. Soft lighting effects and elaborate, detailed architecture give the entire experience the quality of an opium-induced vision where time moves at the speed of your imagination.

PoP's immersive atmosphere takes you to another level altogether. Even stuff as trivial as continuing your quest after an untimely catastrophe sparkles with creativity--the hero, narrating his own adventure, admits he's gotten it wrong and needs to retell that part of his story.

The same time-warping premise pervades every inch of gameplay. Increasing their number unlocks new Sand-based powers.

Starting out with a small amount of Sand available to him, its capacity can be increased by collecting Sand from enemies, along with Sand Clouds scattered around the palace.

Large columns of Sand within the Palace grant visions of future areas and act as save points. 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 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.

The game's story is set in Persia during the 9th century AD, and begins with the Prince narrating to an unseen listener about his adventures.

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.

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.

Eventually finding shelter in a mysterious bathhouse, the two rest and begin showing feelings for each other. When the Prince wakes back in the palace, Farah has gone with the Dagger, leaving him her medallion.

He follows her and only just manages to catch her as she is driven over a ledge above the hourglass by monsters. To save the Prince, Farah allows herself to fall to her death.

As the Prince mourns over her, the Vizier offers him eternal life in exchange for the Dagger. The Prince refuses and stabs the hourglass with the Dagger out of rage.

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.

In parting, the Prince mentions a private word she told him during their time in the tomb, leaving her confused.

The development of the initial concept work for The Sands of Time began in the second quarter of , 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.

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 , and at its peak was worked on by a staff of 65 people, internally known as "PoP Team". The game's title was thought up by the production team, but the original story built around the title proved impossible to work.

The original draft had nine characters including the Prince, two love interests, two villains, and two helper characters representing different political factions, and the setting of the Prince's own palace home instead of in another kingdom.

This storyline ultimately impeded other aspects of development, and so was scrapped. In starting over, the team returned to " The Sands of Time " title and concept.

They decided upon four key elements for the game: "Unity of time and place", with the game taking place over twenty-four hours within the palace of Azad; "Acrobatics", referring to the gameplay and how the setting was constructed around this concept; "Combat", with the palace being filled with monsters to give the game and story a fast-paced feeling; and "Rewind", the ability to turn back and manipulate time.

They intended to capture the original feeling of platforming an adventure in a 3D environment. The Rewind mechanic began as a gameplay wish for the title, surviving the initial rewrite of the story and becoming key to both story and gameplay.

The Dagger of Time and the Sands were both born from the need to explain this mechanic in-game. The initial concept was simply using the Dagger to rewind time and dispatch enemies, but its powers were gradually expanded into its current roster.

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 game design was also influenced by Ico. Pre-production was originally estimated at ten months, but ultimately extended to fourteen months.

Each time a new movement or ability was created for the Prince, it required adjustments to multiple other systems, as leaving them alone would have damaged the game.

They also needed to make adjustments to the enemy and partner artificial intelligence , and they did not have time to polish those systems.

All this meant that the debugging started much later than originally scheduled. The Prince had over scripted movements, far more than any other character in the game.

This caused problems with creating the movements for other characters. This issue was compounded by the need to produce a demo for the Electronic Entertainment Expo , then to deliver an entire game at the same if not a higher quality than the demo.

These issues were compounded by the late delivery of environmental maps. In hindsight, producer Yannis Mallat lamented the fact that they did not have enough time to work out the problems caused by these issues.

Despite these problems, other parts of production including play-testing, management of creative tools, and the integrated testing system worked smoothly.

A cited example was the team discovering a tester that was good at finding severe bugs, so they included her in one of their testing groups, giving her a development kit she could use to sort out those bugs.

This was replicated, and managed to greatly increase the amount of bugs that could be found and fixed.

The development team's enthusiasm was also high, which enabled the problems during development to be overcome.

Another element that needed to be cut after the demo was a griffin boss that would appear three times during the Prince's journey. When the team saw the capacities of the Jade engine, they decided to use it for The Sands of Time.

For The Sands of Time , the team made improvements to the engine by adding additional walking and running animations, enabling smoother character movement.

They also made custom animations for the character. The engine made editing and fine-tuning the game very easy due to its easy-to-use tools.

Using this as a base, they were able to focus on rapid integration of new elements into the game, and were also able to do quick testing and adjustments.

The team developed "substance" and "glow" systems, which respectively enabled natural movements of cloth and gave the lightning effects a "magical" feel.

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.

Mechner created the scenario and wrote the game's script. Reading it through helped Mechner visualise the new Prince as a more mature character than the original.

Despite this, Mecnher felt that the character could not fully shed the "happy-go-lucky" elements of One Thousand and One Nights.

In retrospect, Mechner also felt that this inability to resolve this inherent conflict gave the character his charm. Mechner also included specific references in the Prince's dialogue to stories from the Shahnameh.

The main scenario was based around second chances, while an unstated anti-war theme was also included by Mechner and showcased in the game's opening level.

Its acquisition by the Prince was directly inspired by the opening of Raiders of the Lost Ark , which had previously inspired his portrayal of the Prince in the original Prince of Persia.

The palace of Azad was crafted to be the Prince's "playground", while some scenes which developed the Prince's portrayal the opening attack on the Maharaja's palace, activating Azad's traps on the instructions of a deranged guard were deliberately meant to be morally dubious to the player while increasing empathy with the character.

Mechner's main preoccupation for this new storyline was keeping the narrative simple and engaging, using his preferred writing style of keeping cutscenes short and working as much of the story as possible into the gameplay.

He also aimed to mix narrative and gameplay genres that might normally clash with one-another. The three main characters he created were the hero the Prince , the villain the Vizier and the love interest and sidekick Farah.

Two non-playable authority figures the Prince's father Shahraman and the Sultan of Azad were included to add weight to the Prince's burden as they were transformed into monsters by the Sands.

The three artefacts each character used the Dagger, Farah's medallion and the Vizier's staff were created to explain their survival of the Sands' release, with the Dagger also becoming integral to gameplay.

The Prince's narration was both difficult and satisfying for Mechner. It needed to be written to work on two levels: first to be understandable for first-time players, and to gain greater significance upon future playthroughs.

The narration also served to give gentle hints to the player, and expand upon the setting and add depth to the experience. Among his cited reference points for the narration were the s version of The Thief of Bagdad , the works of Edgar Allan Poe , and films such as Double Indemnity and Sunset Boulevard.

The Prince's interactions with Farah were also an important factor. As part of the character interaction, Farah was deliberately designed not to be a perfect archer, sometimes hitting the Prince if he strayed into her line of fire.

Despite this, unspecified features planned for her needed to be cut. 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.

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.

In addition to story-based dialogue and banter, context-specific dialogue was written for certain situations. Over one thousand lines of dialogue were written, though over half of them were cut.

To help with voice recording, the recording team created a graph to help the actors playing the Prince and Farah time their exchanges correctly. Aside from some exceptions which played in sequence, all comments made by Farah when the Prince did a specific thing were stand-alone responses.

Speaking in a interview, Lowenthal felt "that [he] in a way originated that role". The Sands of Time was announced in March The versions were released gradually between October and November 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. Gameloft developed a version of the game for mobile phones, which released in April Two versions were developed for higher and lower-spec mobile phones.

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.

By the end of , 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.

Its combined sales since release at that time totaled , PS2 , , Xbox , and , copies GameCube. In response to this, Ubisoft offered copies of their other games free with purchases of The Sands of Time , providing a boost to sales.

This was noted as being high for a western game released in Japan. By the end of , it had sold 26, copies. 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". In closing, she praised the game's lasting appeal: "When the whole thing is over, it's perfectly timed to leave you wanting more.

It's a stunning and rare achievement that makes you feel happy to be a gamer. The PC version shared much of the console version's praise, but the controls and responsiveness of the camera caused criticism.

In , 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.

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 film was eventually released in Titled Prince of Persia: Warrior Within , the game was made aesthetically darker by the team.

It released in November 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.

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.

Prince of Persia: The Sands of Time pioneered a rhythmic, free-flow style of melee combat that later inspired the combat systems of numerous video games, such as the Assassin's Creed series, the Batman: Arkham series, Middle-earth: Shadow of Mordor , Mad Max , and Spider-Man Ubisoft responded by stating that the visual style was an intentional choice, as they had wanted it to be "unique [ From Wikipedia, the free encyclopedia.

NA : January 8, WW : January 21, Archived PDF from the original on 22 September Retrieved 3 July Archived from the original on 29 August Retrieved 1 May Prince of Persia: The Graphic Novel.

First Second Books. Archived from the original on 25 January Retrieved 4 July Archived from the original on Retrieved 8 March Archived from the original on 29 October Archived from the original on 4 July Prince : Most people think time is like a river that flows swift and sure in one direction, but I have seen the face of time, and I can tell you - they are wrong.

Time is an ocean in a storm! You may wonder who I am and why I say this. Sit down, and I will tell you a tale like none that you have ever heard.

Electronic Book Review. Archived from the original on 16 December Retrieved 25 June The Prince grabs it. I need that dagger to undo..

The Sands will spread. They will consume I have heard it said that you are kind, as well as brave. Please believe me. We must find the hourglass.

But I warn you, I move pretty fast. Farah : You did it! Take the Dagger - strike it into the centre of the dome! Vizier : The girl is unimportant.

Give me the Dagger, and I will give you power! Eternal life will be yours. I chose death. Farah : Then it's true.

Return it to your father's treasure vault. Guard it well. But why did you invent such a fantastic story? Do you think me a child, that I would believe such nonsense?

It was just a story.

Prince Of Persia The Sands Of Time - Watch Dogs: Legion

Angelockt von den dunklen Kräften eines magischen Dolches wird ein junger Prinz dazu gebracht ein tödliches Böses im wundervollen Königreich zu entfesseln. Gemeinsam bestehen wir deine Mission.

Facebooktwitterredditpinterestlinkedinmail
Veröffentlicht in serien online stream.

2 Kommentare

  1. Im Vertrauen gesagt ist meiner Meinung danach offenbar. Versuchen Sie, die Antwort auf Ihre Frage in google.com zu suchen

Schreibe einen Kommentar

Deine E-Mail-Adresse wird nicht veröffentlicht. Erforderliche Felder sind mit * markiert.