crichton1701's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=74Prince of Persia: The Sand of Time (PS2) - Fri, 13 Oct 2006 09:36:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=276Something interesting has begun, now. The Prince's costume has begun to change. Slowly but surely, parts of his shirt are being ripped off. Either he does it himself or it is torn off in a battle, but as he grows more desperate to find his enemy, he loses clothing (comical as it may sound, I think it is saying something about his state of mind...that descent into madness I mentioned in a previous entry). Also, since the princess now fights along side the prince, the prince often has to watch out for her in battle. This creates tension, since more than once the prince is struck by one of her arrows. His "visions" also provide brief flashes of the future, and seem to give little glimpses of how he is starting to fall in love with her. I'm not sure what to make of this long dream sequence that seems to suggest a sex scene, though.Fri, 13 Oct 2006 09:36:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=276&iddiary=874Prince of Persia: The Sand of Time (PS2) - Thu, 12 Oct 2006 19:07:40https://www.gamelog.cl/logs/LogPage.php?Log_Id=276I picked up a little after where I left off in the last entry, shortly after the prince has found the dagger of time (the source of his time powers) and released the sands of time (which turn everyone but him, the princess, and the vizier into sand monsters). So now, the prince either faces a puzzle or a battle, apprantly. The typical modus operandi here seems to be: walk into a room, camera does fly-by of where you need to go, and you may have to fight a group of enemies on the way (which don't all appear at once, but the prince will put away his weapons when there are no more in the room). This repetetive procedure gets kinda boring, but during the puzzles, the prince continues to narrate his story as if he knows what's coming. The way he talks, it seems like a slow descent into madness, but you don't notice it until he mentions it, b/c you're witnessing his story. Every once in a while, something happens to significantly further the story (he finds the princess alive, battles his transformed father, etc.). If this were a TV series, it would have some serious cliffhangers. What's most interesting is the way he reacts to everything so far. He's scared, and can only recognize all the monsters as enemies, so he relies on his battle training, which is deeply ingrained in him. It keeps him sane, gives a sense of focus, like any man would need.Thu, 12 Oct 2006 19:07:40 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=276&iddiary=858Prince of Persia: The Sand of Time (PS2) - Thu, 12 Oct 2006 17:45:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=276So I started playing this game, again, from the very beginning. The opening sequence normally wouldn't make sense the first time around, but since I've played before, I recognise the Prince running through the jungle and the princess waking in her bed. After this, the Prince begins telling his tale, narrating as if over a campfire. His tone keeps you hooked, wanting to know what comes next. The movie scene sets up a series of sword-fights b/w the prince and the defending guards. I quickly discover how incredibly agile he is. He can jump quite far as well as over his foe (falling with a lethal strike). He can even run along the wall for a short distance. To emphasize this, the game slows down the motion, as if in a movie, the first time you attempt each. This adds an interesting narrative quality to the game by using cinematic techniques that the average person would recognise and appreciate. It also reminds us that a story is unfolding, that I'm not just running around without purpose. The prince keeps talking about proving himself to his father by being the first to find a treasure vault, which gives us the sense of urgency to press on...Thu, 12 Oct 2006 17:45:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=276&iddiary=853