Prince of persia sands of time game synopsis
Can Prince Dastan prove his innocence and harness the dagger's overwhelming power? Sign In. Jump to: Summaries 6 Synopsis 1. The synopsis below may give away important plot points. Getting Started Contributor Zone ». Edit page. Top Gap. See more gaps ». Create a list ». Film adaptations of video games. See all related lists ». Share this page:. Sign In. Jump to: Summaries 2. Getting Started Contributor Zone ». Edit page. Top Gap. See more gaps ». Create a list ». Pre-production was originally estimated at ten months, but it ultimately extended to fourteen months.
Each time a new action 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 AI, 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. To make the character movements realistic, the team used motion capture to animate their movements. 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. A cited example was the team discovering a tester that was good at finding severe bugs, so 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. For The Sands of Time , the team made improvements to the engine by adding additional animations between walking and running, 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 more "magical" feel. 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 prioritize critical work. It helped Mechner visualize 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 story and the Prince were created for newcomers to the series.
The narrative of The Sands of Time was focused mistakes and 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 the 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 developed the Prince's character 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 goal for The Sands of Time was keeping the narrative simple.
He also aimed to mix narrative and gameplay genres that might normally clash with one-another. The Prince's father, Sharaman, and the Sultan of Azad, were lost authority figures that added to burden of the Prince's actions as humans transformed into Sand Creatures.
The Prince's narration was difficult for Mechner to integrate into gameplay. 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. 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.
Only twenty percent of what Ubisoft Montreal intended to use for Farah made the final product. Many of the features planned for Farah were removed to meet shipping schedules.
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 in Montreal. To make the enemies in the game stand out, mixing an organic and evil feeling with whispering sounds, rather than using sound effects similar to zombies. 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". Prince of Persia: The Sands of Time was developed as a multi-platform game, made available to all four sixth generation consoles during its initial release in November of and the PC December Each version of The Sands of Time varied depending on the console.
Graphically speaking, the Xbox and Nintendo GameCube featured higher resolution textures opposed to the PlayStation 2 release, which featured low resolution textures. The secret level of the game and the original Prince of Persia games were accessible using cheat codes.
The Xbox and GameCube versions of The Sands of Time featured a "Making of" featurettes that delved briefly into the development process of game. The port featured the same plot and story of the console and PC versions of game, minimized to fit Nintendo's handheld console. Released in , The mobile version of the game featured gameplay modified to suit mobile phones and vastly different environment settings and combat. It was later released in North America as downloadable titles only for the PlayStation Network's store November 16, while the other two games followed in December A remake of the game was announced at Ubisoft Forward , and originally scheduled to release on January 21, for Microsoft Windows, PlayStation 4 and Xbox One, was later delayed to March 18, 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's AnvilNext engine.
Ubisoft responded by stating that the visual style was an intentional choice, as they had wanted it to be "unique [ Prince of Persia: The Sands of Time was received with critical acclaim. Edge gave the game a score of 9 out of 10, saying 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. 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. December, the PlayStation 2 version had sold ,, the Xbox version ,, and the GameCube version 85, Its combined sales since release at that time totaled , PS2 , , Xbox , and , 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, units. The initial script was written by Jordan Mechner with subsequent drafts by Jeffrey Nachmanoff.
The film was released 28 May, When discussing the adaptation, Mechner said, "Rather than do a straight beat-for-beat adaptation of the new videogame, we're taking some cool elements from the game and using them to craft a new story - much as 'Pirates' [of the Caribbean] did with the theme park ride".
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