Prince of persia sands of time pc game download compressed


















So you can leap over an opponent's head and slash him on the way down with a simple attack-jump key combo, but you might land in the middle of three other enemies ready to gut you. The gameplay is so fluent and the controls so intuitive, you can run confidently from one part of a level to the next without worrying about falling into a giant hole, which some clever- clogs programmer put there to display his sense of humour to the world.

There are pits, but you can see them before you get to them. There are traps, but you can see them before you plunge headlong into them. There are enemies, but you always spot them in advance, giving you a chance to prepare yourself mentally when you notice a huge mass of them standing together nodding knowingly in your direction.

Help in difficult situations also comes in the form of Farah, a wily and seductive princess who becomes your unwilling partner in crime.

She can even pick off a couple of baddies while you catch your breath and prepare yourself for another scrap. The Sands Of Time may well be a work in progress, with a few finer details yet to be ironed out, but if the current build is any example of what the finished game will be like, we say bring it on.

The character animations are superb, the game world is lavish and well-realised, and the all-important gameplay is fun with a capital. In fact, this could be the first truly great platform game on the PC for years. Look out for the full blow-by-blow review next month for our final word on this potential classic.

Well, you knew this one was going to be in there, right? The difference with SOT is you are not punished for bad timing. There's no need to position your character to make pixel-perfect leaps, so the time-honoured platform tradition of making you repeat jumps over and over each time you die does not exist in this game. Knowing when to jump is important. Figuring out where to jump is important. It really is that simple, and it's this approach to game mechanics that makes SOT such a joy to play.

Thinking man's platform game? You got it. Navigating ledges is one of the most dreaded aspects in platform games. In SOT it's easy as pie. There is no danger of falling off. Even when you try to cock things up royally, the prince will often cling to the nearest ledge, giving you a second chance to climb back up and find another way round the problem. It's another example of the game encouraging you to think of what to do next, instead of how to do it.

It's safe to say this is one of very few platform games that doesn't adhere to the opinion that difficult key combinations are the only way to provide a challenge. Many of the puzzles in the game require you to navigate areas in which the environment is falling to pieces around you.

Often you are given visual clues as to where to go via cut-scenes, but sometimes you can tell just by watching changes in the landscape. Climbing up, down and around parts of the landscape is a huge part of the game. Again, the game never punishes you for getting things a bit wrong, unless you do something really stupid and just leap blindly into the abyss, in which case death is pretty much what you deserve.

Yes, you can run along the walls, as well as up the walls, something you'll find yourself doing a great deal - even when it's not strictly necessary. You can also spring off the wall at any point, hurling yourself across yawning gaps in precarious undie-soiling fashion.

The seamless fluidity of the animation is at its best in scenes like these, indeed the animation is so good in SOT you'll often find yourself slowing down time just to admire the view a bit more closely. It's really that good. The latter event may not have grabbed the headlines, but 14 years on the all-new Prince is hogging a lot of pages. Of course, he has appeared since, in for the sequel, and again in for a 3D version that history has incontrovertibly deemed 'shit'.

Following the debacle that was Prince Of Persia 3D, it may have been tempting to bury the licence and forget about the whole thing. Never go back, as the saying goes. Creator Jordan Mechner has done exactly that though, overseeing the development of this 21st-century incarnation. Suffice to say, the Prince looks a lot better than in the original. 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. He discovers the Dagger of Time and becomes the one who releases the Sands of Time. Farah — The princess of India, she helps the Prince reach the Tower of Dawn to recapture the Sands of Time, determined to see his mistake undone before the Sands of Time can consume everything.

He tricks the Prince into releasing the Sands of Time in a gambit to steal the Dagger of Time from him. Sharaman is transformed into a Sand Creature by the Sands of Time. Prince of Persia: Warrior Within. Azad Guard — The last human survivor the Prince encounters, he helps the Prince activate the palace defense systems before succumbing to the Sands of Time.

Maharajah — A character mentioned only by name, the Maharajah is the father of Farah. He was the ruler of India before it was conquered and ransacked by Persian soldiers led by King Sharaman. King Sharaman, his son and a company of men are traveling from Persia to visit Azad when they pass through India.

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. 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. Prince of Persia: The Two Thrones.

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