Prince of Persia: The Sands of Time (2003)

#Gameplays Publicado por rp.7, em

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Título: Prince of Persia: The Sands of Time

Gênero: Ação-aventura

Desenvolvedor: Ubisoft Montreal Distribuidora: Ubisoft, SCEJ

Data de lançamento: 28/Out/2003

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SOBRE O JOGO / ABOUT THE GAME

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Prince of Persia: The Sands of Time é um jogo eletrônico de ação-aventura em terceira-pessoa que foi desenvolvido e publicado pela Ubisoft. Ele foi primeiramente lançado em 2003 para o console PlayStation 2 e mais tarde para Nintendo GameCube, Xbox e PC, recebendo também uma conversão em 2D para o portátil Game Boy Advance e para celular. O jogo é a continuação da série Prince of Persia, que foi criada por Jordan Mechner em 1989 com o título Prince of Persia. The Sands of Time, inicialmente desenvolvido pelo Ubisoft Montreal, conseguiu transferir e expandir as mecânicas de jogabilidade do primeiro jogo para a geração de jogos em 3D sucessivamente, enquanto uma tentativa anterior, feita pela The Learning Company em 1999, intitulada Prince of Persia 3D, falhou em atender os padrões de aceitação dos críticos.

O jogo se foca na história do Prince da Pérsia que, enganado pelo Vizier, liberta as Sands of Time ("Areias do Tempo") no palácio do sultão, um amigo de seu pai, o rei Shahraman. As Areias do Tempo transformam todos os habitantes do palácio em monstros de areia, colocando-os sob o controle do Vizier. Com a ajuda da princesa Farah, a filha do marajá da Índia, o jogador deve controlar o Prince e usar as suas habilidades acrobáticas e a Dagger of Time ("Adaga do Tempo") para atravessar todas as áreas do palácio repletas de armadilhas e desfazer o seu erro.

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Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy Advance, PlayStation 2, GameCube, Xbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.

The game follows an unnamed Prince 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. 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 Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for Beyond Good & Evil, 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 mobile phones was developed and published in North America by Gameloft.

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rp.7
rp.7
, Rio De Janeiro, Rio de Janeiro, Brasil
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