Prince of Persia: The Sands of Time |
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Prince of Persia: The Sands of Time review (PlayStation 2) |
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Reviewed by Jason Venter (March 02, 2005) At this point, you have two options. Either you can mash buttons like crazy and hope for the best, or you can press the 'L1' button. Go with the second choice and the game will stutter. You'll relive the last few seconds you played... backwards. In this manner, fatal dives into a sea of spikes and even poorly-timed jumps that would otherwise lead to frustrating backtracking can be avoided. |
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Prince of Persia: The Sands of Time review (PlayStation 2) |
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Reviewed by Marc Golding (April 29, 2005) You must see to it that in the epic battle of man versus his surroundings, man conquers, and conquers frequently. You'll regularly accomplish this much, only to be beset by the undead and re-animated warriors set against you. |
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Reviewed by Fedule (December 06, 2008) The brainchild of Jordan Mechner is undoubtedly among the icons who defined the term "oldschool"; Prince of Persia is right up there with Sonic and Mario and the like. The original Prince of Persia, released in 1989, was a masterpiece of technology and even now, despite technological advances, the original game still looks great and plays very well, even in the context of the new generation. There are two things about PoP that stuck in the mind: one was the fighting system, and the other was Pri... |
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Reviewed by midwinter (August 25, 2004) Over the past few years, UBI Soft Montreal have been cultivating themselves something of a reputation. With award winning franchises such as Splinter Cell and Rainbow Six already behind them, their resume has slowly started to read more like a greatest hits of 3d action gaming than a brief summery of previous job qualifications. As such, it was in their careful and trustworthy hands that Prince of Persia creator Jordan Mechner, sought to secure the future of one of gaming's most beloved heroes. ... |
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Reviewed by Suskie (November 10, 2007) If you’re big on shooters (or really, any game that relies on constant, intense action to keep the player, um, playing), you’ll probably be familiar with the common scenario I’m about to unravel. Say you’re playing a game that really gives you an adrenaline rush. It’s got lots of guns, blood, explosions, all that good stuff. No matter how exciting that game is, there will come a point – more than once, usually – when the weapons are briefly stowed for “quieter” segments, usually involving some o... |
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