Platform: GC, GBA, PC, PS2, XB
Publisher: Ubi Soft
Developer: Ubi Soft
ETA: November 2003
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of Persia: The Sands of Time
definitely hard to envy a development team when they’re charged with
the task of creating a new Prince of Persia title, because shucks howdy,
they have some awfully big shoes to fill.
But undaunted, Ubi Soft marches on as they try to do their part
in the continual evolution of one the classiest classics in gaming.
plot of the game appears to be more of a premise than an epic, as the
game sticks to being an interactive experience, not cramming narrative
down players’ throats. So
far all we know is that a prince long ago found a lamp that unleashed a
horde of demons on the land. Now
it’s time for yet another prince to come along track down the Sands of
Time in the nether regions of the palace with the help of a seductive
princess so to restore peace to the land.
Wielding powers of mythic proportions, the Prince returns to
action-adventure gaming with gravity-defying acrobatics, ferocious
fighting combos, and the ability to bend time to fulfill his destiny.
Ubi Soft’s Montreal Studio presents The Sands of Time – a
technological breakthrough that will change the face of action-adventure
gaming forever. Erase the past, behold the future, and freeze the
present in real-time for unlimited gameplay variations.
- Uncover the mysteries of a world never before explored in action-adventure gaming. Ancient, mythical, and deadly, Persia holds a staggering array of landscapes and kingdoms to explore and conquer.
The epic legends and deadly creatures of mythic Persia burn to life in
this suspense-filled tale, featuring more twists and turns than the
labyrinthian Palace itself.
Developed by studio behind Tom
Clancy’s Splinter Cell : Ubi Soft Montreal moves onto its
next major hit while taking their knowledge and technology to the next
The creator of the original Prince
of Persia, and acknowledged “godfather” of the action-adventure
genre, Jordan Mechner consults on all facets of game design –
including storyline, cinematics, programming, and artistic vision.
June 15, 2003