Prince has come back! King Sharaman and his son leave India. Prince comes back home very late. Because the enemies destroy all of the city and no one could survive. The soldiers which have the control of Babylon, Takes Kaileena to Vizier.
Vizier promised that he would free him. But he is much crueler than his character. He kills Kaileena to increase the powers. After this event, The Sands of Time get free. It's safe to say this is one of very few platform games that doesn't adhere to the opinion that difficult key combinations are the only way to provide a challenge.
Many of the puzzles in the game require you to navigate areas in which the environment is falling to pieces around you. Often you are given visual clues as to where to go via cut-scenes, but sometimes you can tell just by watching changes in the landscape. Climbing up, down and around parts of the landscape is a huge part of the game. Again, the game never punishes you for getting things a bit wrong, unless you do something really stupid and just leap blindly into the abyss, in which case death is pretty much what you deserve.
Yes, you can run along the walls, as well as up the walls, something you'll find yourself doing a great deal - even when it's not strictly necessary. You can also spring off the wall at any point, hurling yourself across yawning gaps in precarious undie-soiling fashion.
The seamless fluidity of the animation is at its best in scenes like these, indeed the animation is so good in SOT you'll often find yourself slowing down time just to admire the view a bit more closely. It's really that good. The latter event may not have grabbed the headlines, but 14 years on the all-new Prince is hogging a lot of pages.
Of course, he has appeared since, in for the sequel, and again in for a 3D version that history has incontrovertibly deemed 'shit'. Following the debacle that was Prince Of Persia 3D, it may have been tempting to bury the licence and forget about the whole thing.
Never go back, as the saying goes. Creator Jordan Mechner has done exactly that though, overseeing the development of this 21st-century incarnation. Suffice to say, the Prince looks a lot better than in the original.
Unlike when an old band gets back together, the magic of games means that everything is shiny and new, and such are the exponential advances in technology over the past decade that it almost looks like a different medium. Even judged by current standards, the look of Sands Of Time is immediately striking, and it comes across as a kind of soft-focus fairytale, in keeping with the ninth-century Arabian Nights-style setting.
A lot of effort has clearly gone into the visual style, and if it were a film it would probably be one of those cheesecake 70s Slnbad adventures albeit thankfully without Martin Shaw. As for the story, it is of a similar ilk, and involves the titular Prince inadvertently unleashing the titular sands, thus destroying a kingdom and turning its entire populace into ferocious demons. Clearly feeling a little sheepish, he sets out to rectify matters immediately, which is where you step in, easing into the action at a fairly sedate pace.
This is just as well, as the control system takes some getting used to, particularly with a mouse and keyboard. Not because it's bad, but because it's so original, providing a refreshing change from the tired platform antics of Tomb Raider et al.
A triumph of design, the emphasis has wisely been removed from pixel-perfect gymnastics and placed instead on a far more cerebral approach.
Simply finding out what you can actually do is a joy in itself, be it walking on walls, clambering up pillars or swinging on bars like a particularly well co-ordinated chimp. It's a breath of fresh air, and elevates the game beyond the realms of a mere 3D platformer. Mechner has stated that he wanted the gameplay to capture the frenetic pace of the original game, but initially this wish seems to have gone unheeded. At least the first hour of the game seems to involve being stuck up a pole wondering what to do next.
What you actually do is look for another nearby column, adopt the most appropriate of four directions and attempt to leap the gap. Depending on your decision, you'll either make it or you won't, and should you miss, you'll know not to try it again, eventually working out the correct route. Hardly twitch gameplay then, but as the action unfolds your manual dexterity is tested as well as your mind, and you are made to approach the game with a degree of gusto.
Effectively timed sections appear, forcing you to put your skills into practice without having all day to think about it. So, for instance, a pressure panel will open a distant door, giving you about 20 seconds to scarper up a wall, avoid a spinning blade, leap on to a ledge, hurdle a chasm and throw yourself through the door just as it slams behind you.
So far, so Indiana Jones the film, not the game , but once you get your confidence it's done in such an elegant fashion that it feels perfectly natural. And should you misjudge a move and hurtle towards imminent death, you can make like Cher and turn back time. Yep, the mystical sands of time allow you to do just that, as stabbing the R key enables you to rewind the action to the point just before you cocked up, replete with wibbly-wobbly visual effects.
You can't do it indefinitely, as the sands eventually run out and have to be replenished, but while your magic dagger is full of magic sand, it's a very useful tool to have. In real terms, it's little more than a glorified quicksave, but one that maintains the sense of immersion, something that has clearly been uppermost in the game's design. For example, health is restored by drinking water as opposed to finding an arbitrary health pack, again maintaining the integrity of the universe or at least to the extent that a gushing head wound can be cured with a sip of water.
The magical sands also have other uses, and as well as reversing time they can slow it down, giving you something of an advantage over enemies during close combat. And if you think that sounds familiar, you'd be right, as it is to all intents and purposes, bullet-time, albeit without the bullets scimitar-time doesn't quite have the same ring. Also handy in a scrap, enemies can be frozen in time, enabling you to slay them without reply. As for the fighting, although you can sometimes run away from nasties, you will eventually have to get stuck in, using the game's much-vaunted multi-directional combat.
What this means is that when surrounded by a slew of enemies, you can switch between them and lock on to one while lashing out with your sword.
It's not really that big a deal -particularly with the keyboard -and the combat isn't particularly satisfying. Demons have to first be lacerated into submission with your sword, and then swiftly finished off with the Dagger of Time lest they rise again. In a one-on-on situation, this presents no problem, but with three or four it becomes something of a crowd scene, and your path to the stricken demon is often blocked.
Also, due to the fact that the Prince locks on to an enemy, if you need to back off to replenish your health, you have to first put away your weapons, thus leaving yourself vulnerable. On the plus side, you can use your sword at any time, even when climbing a ladder or hanging off a bar.
This adds to the perceived reality and comes in handy when hanging off a branch attempting to ward off a flock of killer birds, for instance. Or maybe they were bats. Prince Of Persia was of course all about traps, with instant death meted out in a number of gruesome ways. They certainly haven't been overlooked here, and the vast palace in which the game takes place is full of them, at times resembling some kind of medieval torture chamber.
Among the devious devices is an homage to the original in the form of the famous spikes, either lurking in a pit or ready to spring from the ground should you put a foot out of place. Prince of Persia: The Sands of Time combines exploration and combat to create a unique synthesis.
Throughout much of the game, the player must attempt to traverse the palace by running across walls, ascending or descending chasms by jumping back and forth between walls, avoiding traps, making other types of well-timed leaps, solving puzzles, and using discovered objects to progress.
The cultural setting of the game provides many linguistically interesting inscriptions to be found on walls. During combat, many of the same moves vital to the player in other situations can be put to use to overpower enemies. Such an example is the ability of the Prince to rebound off walls in order to strike enemies decisively. Prince of Persia: The Forgotten Sands. You can also vault over the enemies backs and then finish them off in two hits.
While using this ability, all sounds and previous action play backwards, and the play environment accurately resets to its previous state. For example, if the Prince was struck by an enemy attack during the rewind period, the health he lost will be given back to him. Prince — The protagonist of The Sands of Time Trilogy, the Prince is a young man when accompanies his father for his first taste of battle.
He discovers the Dagger of Time and becomes the one who releases the Sands of Time. Farah — The princess of India, she helps the Prince reach the Tower of Dawn to recapture the Sands of Time, determined to see his mistake undone before the Sands of Time can consume everything.
So from my links, you can download this game which is free. Friends this game is too good but the problem is that this game is not available in play store.
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