Prince Of Persia 2008 Xbox Isos

October 28, 2003 • Game Boy Advance •: October 28, 2003 •: November 14, 2003 PlayStation 2 •: November 10, 2003 •: November 21, 2003 GameCube & Xbox •: November 18, 2003 •: February 20, 2004 Microsoft Windows •: December 2, 2003 •: December 5, 2003 Mobile •: January 8, 2004 PlayStation 3 •: November 16, 2010 •: November 17, 2010,, Mode(s) Prince of Persia: The Sands of Time is a developed and published. First revealed in March 2003, it was released across,,, and in November 2003. The Sands of Time is a reboot of the series, created. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time. The game follows an whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters.

Prince Of Persia 2008 Xbox Isos

Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands.

A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies. Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the, with the main focus on creating a simple narrative that worked with the pace of gameplay.

The game used Ubisoft's, originally designed for, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for was developed and published in North America.

Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the. Sales of the title were initially slow, but it eventually became a commercial success.

First revealed in March 2003, it was released across Game Boy Advance, PlayStation 2, GameCube, Xbox and Microsoft Windows in November 2003. The Sands of. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame. Prince of Persia is an action-adventure and platforming video game developed by Ubisoft Montreal and published by Ubisoft. It is part of the Prince of Persia franchise. The game was released in the United States on December 2, 2008 for PlayStation 3 and Xbox 360 and on December 9, 2008 for Microsoft Windows.

Prince Of Persia 2008 Xbox Isos

Its success prompted the development of a sequel,, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame. Jordan Mechner, scenario writer and game designer for The Sands of Time, at 2010. Mechner created the scenario and wrote the game's script. While doing his research for the script, Mechner read a translation of the, an epic poem written by between the 10th and 11th century.

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 story and the Prince were created for newcomers to the series.

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. Mechner created the Dagger of Time as a combined gameplay and narrative device within the four core concepts created by the team. Its acquisition by the Prince was directly inspired by the opening of, which had previously inspired his portrayal of the Prince in the original.

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 1940s version of, the works of, and films such as and.

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. Audio [ ] The music for The Sands of Time was composed by of the Canadian rock band. Chatwood was chosen for the role as Ubisoft wanted music that had Persian elements in it to fit the setting, while not being pure Persian music. 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 and. A soundtrack album for the game, Prince of Persia: The Sands of Time Original Soundtrack, was released in Japan in October 20, 2004 by Scitron Digital Content. Tracks from the game were included in an album featuring music from both The Sands of Time and its two sequels and. Titled Prince Of Persia The Official Trilogy Soundtrack, the album was released by Ubisoft on December 1, 2005.

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. Mechner supervised the game's voice recording. One of the unconventional choices made by the team was not to halt gameplay during in-game dialogue, meaning players could miss large portions of character interaction. 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. The Prince was voiced by, whose performance was proven popular and would return to voice the character in future games set after The Sands of Time. Speaking in a 2008 interview, Lowenthal felt 'that [he] in a way originated that role'. Release [ ] The Sands of Time was announced in March 2003. It was released for the,,, and. The versions were released gradually between October and November 2003.

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. Developed a version of the game for mobile phones, which released in April 2004. Two versions were developed for higher and lower-spec mobile phones. Connecting the GameCube and Game Boy Advance versions of the game gave access to a port of the original Prince of Persia with the GameCube version, along with the ability for the Prince to automatically regenerate health.

The PS2 version was released in Japan in September 2004. 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. The Sands of Time was later re-released with its two sequels in a Europe-exclusive PlayStation 3 collection on November 19, 2010, which included a 3D display option. On October 23rd, 2017, Prince of Persia: The Sands of Time was one of the thirteen backwards compatible titles for Xbox One. Reception [ ] Reception Review scores Publication Score C+ A A A A 9/10 9/10 9/10 9/10 9/10 7/10 N/A 9/10 9/10 N/A N/A N/A N/A 37/40 N/A 8.25/10 N/A N/A 9.5/10 9.5/10 N/A N/A N/A 7.1/10 N/A 8.9/10 9/10 9/10 7.1/10 9.6/10 8.8/10 9.6/10 9.6/10 4.5 of 5 4.3 of 5 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 9.4/10 N/A N/A 79% N/A N/A Aggregate score 75/100 92/100 89/100 92/100 92/100 By the end of 2003, 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. Sales rose to 2.4 million units by the end of March 2004.

During its North American debut, the game suffered from poor sales: by December, the PS2 version had sold 218,000 copies, the Xbox version 128,000 copies, and the GameCube version 85,000 copies. Its combined sales since release at that time totaled 272,000 (PS2), 172,000 (Xbox), and 100,000 copies (GameCube). It was speculated that its sales were negatively affected by the concurrent release of Beyond Good & Evil, alongside other prominent releases at the time.

In response to this, Ubisoft offered copies of their other games free with purchases of The Sands of Time, providing a boost to sales. By July 2006, the game's PlayStation 2 version alone had sold 700,000 copies in North America, bringing an estimated revenue of $24 million. During its week of release in Japan, the game reached seventh place in the charts, selling 14,000 copies. This was noted as being high for a western game released in Japan. By the end of 2004, it had sold 26,116 copies.

It received a 'Gold' sales award from the (ELSPA), indicating sales of at least 200,000 copies in the United Kingdom. The game eventually sold over 14 million copies worldwide. The Sands of Time received critical acclaim upon launch.

Said that, despite difficulty spikes caused by respawning enemies, 'the game cannot be commended highly enough'. 's Matt Casamassina found the entire experience enjoyable, saying that 'Whether you're a diehard Prince of Persia fan or somebody with a mild interest in action-adventures, The Sands of Time is a must own -- a soon-to-be-classic worthy of a permanent place in your collection'., while pointing out the camera control as 'tricky', said that the game 'will make your chest explode if you've got a heart condition (in a good way, of course)'. 's Greg Kasavin called it 'a game that can be recommended wholeheartedly'. Both and positively compared the game's aesthetics and presentation to. Francesca Reyes of gave the game a good review, praising the story and general gameplay, but finding the combat difficult at times and lack of new skills. 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.' Japanese gaming magazine gave the PS2 version a good review, saying that the action was smooth and challenging, bearing similarities to the original Prince of Persia, and one reviewer found the Prince 'colourful'. The PC version shared much of the console version's praise, but the controls and responsiveness of the camera caused criticism.

The Game Boy Advance version garnered lower scores than the console and PC versions due to its scaled-down gameplay and presentation, but was still generally praised as a competent port of the game. Said that 'Acrobatic moves and inventive traps have never been as free-flowing as they are in [ The Sands of Time]'. Reviewing the mobile version, IGN reviewer Levi Buchanan was impressed by the company's adaptation of the console game's basic actions and atmosphere, giving it a score of 9.5 out of 10.

1UP reviewer Corey Padnos was pleased with the Prince's acrobatic performance and the game's general performance, while lamenting the lack of the time-based mechanics of the main games and the lack of plot. At E3 2003, The Sands of Time was named as 'Game of the Year'. The game was named as Editor's Choice by GameSpot and IGN. At the 2003, the game was awarded as 'Best Action/Adventure Game'.

The, at its meeting in 2004, recognised the game as 'Console Game of the Year', 'Console Platform Action Adventure Game of the Year', and 'Computer Action/Adventure Game of the Year'. It was also awarded for 'Outstanding Innovation in Computer Gaming', 'Outstanding Achievement in Game Design', 'Outstanding Achievement in Visual Engineering', 'Outstanding Achievement in Animation', and 'Outstanding Achievement in Game Play Engineering'.

At the 2004, the game won the 'Excellence in Game Design' and 'Excellence in Programming' awards. It was also nominated in the 'Game of the Year' and 'Excellence in Visual Arts' categories. In 2009, ranked it the 86th best game available on Nintendo platforms. The staff praised the developer's successful transition from 2D to 3D. IGN and Edge both named it among their 100 greatest games of all time in 2005 and 2007 respectively.

Placed it in its 2007 list of the 101 best PC games ever. In 2010, chose it as the 13th best PS2 game of all time. Legacy [ ] The year after the game's release, the game was featured in an episode of, in a segment dedicated to video game production. The game has been cited as the reason why the Prince of Persia series, formerly ignored after Prince of Persia 3D, returned to prominence in the gaming world. In 2004, Mechner began work on a, produced. The film was eventually released in 2010. The success of the game prompted immediate development on a sequel.

Titled, the game was made aesthetically darker by the team. It released in November 2004. Several further sequels set in the continuity of The Sands of Time followed. Aspects of its design, such as the relationship between the Prince and Farah, later provided inspiration for the. (PDF) from the original on 22 September 2014.

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Prince of Persia: The Sands of Time. 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. • ^ (22 February 2008).. Electronic Book Review.

From the original on 16 December 2014. Retrieved 25 June 2015. • (2003-11-06). Prince of Persia: The Sands of Time. [ Farah attempts to pick up the Dagger from the floor.

The Prince grabs it.] Prince: So, this is the thanks I get for saving your life. / Farah: You don't understand. I need that dagger to undo. / Prince: 'To undo what I have done.'

Truly you must think I am a fool. / Farah: You are right to be cautious, but fight as bravely as you may, you cannot defeat this enemy. 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. / Prince: It is in the Sultan's treasure vault, atop the Tower of Dawn. / Farah: How do you know that?

/ Prince: Come with me then, if you insist. But I warn you, I move pretty fast.

Principi Di Economia Politico Cozzi Zamagni Pdf. • (2003-11-06). Prince of Persia: The Sands of Time. Farah: You did it! Take the Dagger - strike it into the centre of the dome!

[ The Prince begins to obey, then hesitates.] / Prince: My father's army sacked your palace, captured you as a slave. / Farah: What? / Prince: You have every reason to hate me.

/ Farah: What are you talking about? / Prince: Now you want me to trust you? • (2003-11-06). Prince of Persia: The Sands of Time. Vizier: The girl is unimportant.

Give me the Dagger, and I will give you power! Eternal life will be yours. / Prince: Live forever, when those I loved are dead and I to blame? I chose death. • (2003-11-06). Prince of Persia: The Sands of Time.

Farah: Then it's true. He was a traitor / Prince: Take this. Return it to your father's treasure vault. Guard it well. / Farah: I owe you thanks.

But why did you invent such a fantastic story? Do you think me a child, that I would believe such nonsense?

[.] / Prince: You're right. It was just a story. / Farah: Wait! I don't even know your name. / Prince: Just call me.

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December 2, 2008 • PlayStation 3, Xbox 360 •: December 2, 2008 •: December 4, 2008 •: December 5, 2008 Microsoft Windows •: December 9, 2008 •: December 11, 2008 •: December 12, 2008 Mac OS X March 24, 2009,, Mode(s) Prince of Persia is an and developed by and published. It is part of the franchise. The game was released in the on December 2, 2008 for and and on December 9, 2008 for.

It was later released on March 24, 2009 for via the engine. The game is set in ancient Persia, with a player-character whose name is not revealed in the game.

He is accompanied by a woman named, whom he met after a large sandstorm diverted him from his course and he ended up in a mysterious land. Players traverse many different environments using his acrobatic abilities to scale walls and even crawl on the ceilings. Throughout the journey, players combat various enemies as they attempt to cleanse the land of corruption. The game's storyline and setting borrowed some aspects from. Contents • • • • • • • • • • • • • Gameplay [ ] Prince of Persia revolves around gameplay mechanics that producer Ben Mattes identifies as 'pillars' of the; an acrobatic hero exploring a Persian environment with a balanced mixture of acrobatics, combat, and puzzle-solving. The premise of Prince of Persia is that the player travels around the game world to heal specially designated spots of land.

The player assumes the role of the acrobatic character, and is accompanied by the -controlled companion named. The player can use the Prince character's acrobatic prowess, sword, and gauntlet, as well as magic from Elika to perform combat and acrobatic feats variously throughout the game. Prince of Persia features exploration that allows the player to travel to any spot in the game world at any given point, and allows the player to witness the plot in any way they want. Depending on how the player progresses, previously visited areas will become more challenging to traverse when the player re-visits them. However, when the player heals a spot of land, it becomes devoid of traps.

The traps are manifested in various forms of the antagonist Ahriman's Corruption; black-colored blobs that coat the land and swallow the player if touched. The player can use acrobatic maneuvers to avoid these traps. The player has many acrobatic maneuvers at their disposal. Acrobatics are also used in combat to vault over enemies, or hit them into the air. Sometimes when performing these acrobatics, the player is aided by Elika.

There are magical plates that allow the player to perform even more complicated acrobatic feats via Elika. If the player fails to signal Elika's magic, they fall off of the plate, sometimes to their death. The player can not conventionally 'die' in Prince of Persia. Rather, when an enemy is about to strike the finishing blow, or The Prince presumably falls to his death, Elika saves him. There is not a limit on the number of times Elika can save a player, although an achievement is awarded for being saved fewer than 100 times during a playthrough. Along with saving the player, Elika can perform many acrobatic feats or combat feats in tandem with the player. The downloadable content Epilogue added a new magic plate that allows Elika to recreate destroyed objects.

A new combat maneuver for the player was also added. Plot [ ] Setting [ ] Prince of Persia takes place in an undefined ancient Persian city-state based heavily around the religion of. A thousand years before the events of the game take place, there was a struggle for power between the gods and. The outcome of the struggle was that Ormazd and his people, the Ahura, managed to imprison Ahriman and his minions, the Corrupted, in a tree.

Ormazd then left the world, leaving the Ahura to make sure Ahriman remains secure. They are successful for a thousand years, at which point the Ahura started to lose their powers, so they leave. Shortly before the events of the game, Ahriman is about to be freed again.

Characters [ ] Prince of Persia 's protagonist is a nameless adventurer in search of fortune. The adventurer is accompanied by an Ahura named Elika, whose race has forsaken the duty given to them by the god of light, Ormazd, and intend to set free the main antagonist, Ahriman. Ahriman is the god of darkness who was imprisoned by Ormazd. He is intent on conquering the entire universe upon his liberation.

The Mourning King appears as an antagonist, intent on fulfilling his deal with Ahriman in return for the resurrection of his daughter, Elika. The Corrupted, four rulers Ahriman chose to aid him in conquering Ormazd, also appear as antagonists. They were imprisoned with him for a thousand years. The Hunter is one of the Corrupted.

He was a prince who enjoyed hunting, but soon became too good at hunting. Ahriman successfully made a deal with the Hunter that, in exchange for his soul, Ahriman would allow him to hunt a creature more satisfying than any he has hunted before. Another of the Corrupted is the Alchemist. He was an Ahura scientist who felt he was close to achieving immortality when his health started to fail. The Alchemist asked Ormazd for a longer lifespan to complete his research, but when he was refused, Ahriman offered him immortality in exchange for his soul. The third Corrupted is called the Concubine. She was a woman skilled in politics who revered men of power.

She was involved with a man, but was ultimately beaten by another woman, scarred and stripped of her beauty and influence. The Concubine then exchanged her soul for the power of illusion with Ahriman. The fourth and strongest of the Corrupted is the Warrior. He was a king whose country was under siege. Struggling for peace, the king accepted power from Ahriman that allowed him to vanquish his enemies and secure peace for his people. When the war was over, however, the peace-loving citizens rejected the Warrior, who had turned into a tool of war.

Plot summary [ ] The game begins with the Prince (which is only a nickname, the game does not actually mention that he is from a royal family) in search of his donkey Farah in the middle of a desert sandstorm. He then runs into Elika, a princess of the Ahura who is fleeing from soldiers. The two fend off the soldiers, with Elika discovering her magical powers of light. The Prince follows her into a temple which houses Ahriman, a force of evil who is trapped within a tree known as the. Once inside the temple, the Prince and Elika are confronted by Elika's father, the Mourning King, who faces them in battle. After the fight, he uses his sword to cut the Tree of Life, setting Ahriman free. The Prince and Elika escape the temple, only to find a corrupted world outside.

Elika tells the Prince that in order to restore the world and rid the corruption inhabiting it, they must heal all the Fertile Grounds in the kingdom. They then begin restoring the Fertile Grounds, encountering the Warrior, the Hunter, the Concubine and the Alchemist, four corrupted leaders Ahriman chose to set free.

In the journey, it is revealed that Elika had died prior to the beginning of the game. Her father took her to Ahriman and asked him to revive her selling his soul in the process to Ahriman, thus making him one of the corrupted.

Once Elika is revived she discovers she has new-found powers. After gaining even more powers, the two encounter Elika's father once again. After healing all the Fertile Grounds, as well as defeating all bosses, Elika and the Prince return to the temple to imprison Ahriman. Once inside, however, they are confronted by the king who is now a fully corrupted being. They defeat him, he calls his daughter's name, turns away from them and throws himself off the platform they are on. Ahriman rises from the corruption below. They battle him, but Elika must give up her very life to finish the spell which seals Ahriman away.

She finishes the spell and dies. The Prince then takes Elika's body outside. There are four Fertile Grounds there, each with a tree, that according to what Elika had told him, channel the power of all the Fertile Grounds to the Tree of Life. He is given a vision which is the same one both he and Elika shared much earlier that shows her father's deal with Ahriman to revive her.

When they shared the vision at that time she told the Prince that visions come from Ormazd, not Ahriman. The vision (just like the main debate throughout the game between Elika and the Prince was all about Destiny vs Free Will) is all about choice.

The Prince re-creates the deal made by Elika's father. He destroys the four Fertile Grounds around the Temple and returns inside. He cuts down the Tree of Life and takes the light power Elika used to heal the Tree. The Prince returns the Light to Elika's body, and she returns to life. The game ends with the Prince carrying Elika across the desert while Ahriman's darkness envelops the world. Epilogue [ ] In Epilogue, optional (DLC), it is shown that the Prince and Elika survive, and retreat to an underground palace.

Elika leaves the Prince. However, they both end up battling Elika's father once again. They escape, and attempt to leave the palace alive. While on their way, Elika shows her frustration with the Prince multiple times, believing bringing her back was not worth the price of the evil it unleashed. The Prince counters that by freeing her, they 'stand a chance' against Ahriman. In a final battle against Elika's father, the Prince defeats him by impaling him on spikes, a visual reference to the original Prince of Persia game. In the end, Elika leaves the Prince to search for her people, and the Prince is left alone with a bloodthirsty Ahriman seeking revenge.

Development [ ] Proof of conception for Prince of Persia was found in September 2006, when a file that was leaked to the internet was found to contain concept art for the game, although Ubisoft didn't announce the game until May 2008. They stated that they expected to release the game towards the fourth quarter of 2008, and gave details about the plot and game play. In one such preview of the game, they revealed that the general staples of the game play remained intact, although altered drastically. These staples are platforming, combat, and puzzle-solving. It was also revealed that the game's combat would be one-on-one fights, similar to the original trilogy, rather than fighting hordes of enemies at any time, as in the series. Producer Ben Mattes stated that the intent in changing the combat so drastically was to give players the impression that each enemy was a unique and dramatic experience in itself. Prince of Persia utilizes a heavily modified version of the Scimitar engine, which was also used in.

Developers chose to use this engine because it would allow them to enhance the game by adding more expansive worlds, and less linearity. In May 2008, Ubisoft released two official videos of a concept artist designing the Prince character and Elika. One video shows the Prince character being drawn, while the other details Elika. Yet another fast-forward concept art emerged in July 2008, this time depicting an antagonist: the Hunter. Unlike previous Ubisoft games such as, the PC version of Prince of Persia contains no. Mattes said that when Ubisoft was initially developing the game, cooperative gameplay with an AI-controlled partner was the main idea they wanted to build on.

Mattes explained, 'We knew from day one basically was the hook that was going to replace Sands of Time. We didn't always know that it was going to be Elika from day one. We sort of explored the idea of maybe a child or father figure or brother, or something like that.' The idea to base the game around AI-controlled functions came from. Mattes explained that the team felt the relationship between and worked well from a story-telling point-of-view in Prince of Persia: The Sands of Time, so they decided to expand on the concept. Downloadable content [ ] Downloadable content for Prince of Persia, titled Epilogue, was confirmed by Ben Mattes in an interview with IGN.

Mattes said that the new content would include new areas to explore, new enemies, new combat maneuvers, and a new power for Elika to use. The content was planned for release on February 26, 2009 on the Xbox 360 and consoles, but was delayed one week until March 5, 2009. Citing business reasons, Ubisoft is not releasing this Epilogue content for the game's PC version. Reception [ ] Reception Aggregate scores Aggregator Score (PS3) 84.14% (X360) 80.63% (PC) 79.60% (PS3) 85/100 (PC) 82/100 (X360) 81/100 Review scores Publication Score 9.5/10 5/10 8/10 6/10 8.75/10 B 8/10 8.7/10 9/10 (PC) 8.8/10 (UK) 9.4/10 (US) 9.3/10 (AU) 8.7/10 8/10 78% B− (favorable) The game was well received by most critics, scoring an 81%, 85%, and 82% on for the Xbox 360, PlayStation 3, and PC, respectively.

Writer Hilary Goldstein praised the game for its simple but visually spectacular acrobatics and combat, but noted that one must 'embrace the change [to the series]' in order to 'fall in love [with it]'. Goldstein also praised Elika, the secondary character of the game, as a useful sidekick during gameplay and also as a likeable character with a great relationship with the Prince. 's Kevin VanOrd shared a similar opinion and in addition praised its excellent artistic design. However, many criticized the game for being too easy or 'consumer-friendly', regarding the simple platforming and combat segments. Described it as a 'poor game' with 'excessive repetition' but nonetheless with 'fantastic technology and interesting mechanics'.

Criticized the trial-and-error nature of the platforming gameplay. Many comparisons have been drawn to other video games in terms of artistic design and gameplay. Examples include and Ubisoft's own with unique platforming and timing-based combat. The vast open-world environment with intense boss fights have been compared to and, and the looks to. Sales [ ] Ubisoft has released sales figures showing that Prince of Persia has sold over 2.2 million copies worldwide as of January 2009. Awards [ ] On February 19, 2009, Prince of Persia was awarded the 'Outstanding Achievement in Animation' at the twelfth.

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External links [ ] • (archived from the ) •.