This game was a technical masterpiece. Animations really sell your game more than studios today believe. Animations sell better than mechanical complexity for combat, especially for all the sales outside the "souls-like" fanbase. Arkham, Shadow of Mordor, spider man, assassins creed, Mad Max, Uncharted 3 and Ghost of Tsushima all had highly praised combat simply because IT LOOKED COOL. Multiple animations for the same inputs and interactions (VARIETY!!!!!!), smooth transitions and contextual variations (multi kills for example) sold these titles. Counter/Dodge/attack is all you need so long as the player doesn't see the same animation too often. Turns out people want to look cool in combat. Who knew? You can spend your time adding 6 million mechanics to limited buttons and pray you balanced everything correctly or you can carbon copy the same old combat system and make it look flashy with waaaaay less effort. Still boggles my mind the industry hasn't figured this shit out. I'm not sayingit can't get stale, but the return for a very small effort is well worth it.
You got to remember, in the older titles it was all about pushing the best game mechanics versus Publishing Space alloted on disc. Now a days it's just rehashing what already works to make it playable while looking neat for that easy sale. [I believe hand crafted works and original ideas still matter more for better game content than copied salespitch formulas but I'm sure there is people that are out there that can do both.]
It doesn't just "look cool", the way it looks is an integral part of gameplay mechanics because in order to do something in-game fluently, it needs to have some sort of intuitive characteristic. Arkham, Shadow of Mordor, Spider-Man, Mad Max and Ghost of Tsushima aren't just combat systems that "look cool", by being as fluid as they are they provide a better sense of how the player expects their character to move. The phrase "you really feel like Spider-Man" comes from the fact that controlling the character is rarely so smooth and responsive in games. And with the Prince of Persia trilogy, apart from the camera angles which were the real enemy, the fights themselves felt fast and immersive because of how fluid these animations are. You want to press a button and see the effect in front of you immediately. You don't want to keep pressing buttons, hoping some of them would go through while you're waiting for your character to sluggishly and awkwardly spin in circles... Like Nakey Jakey says, games like prince of persia cause THE LEAN... as soon as you start Sands of Time, when you realize you can jump over the character and strike them from above, you immediately lift your butt from your seat a little bit, you feel the rush of actually jumping over and landing that strike. Because the animation reacts to your input in such a convincing way. It's a dance and they nailed it.
A break-away character in Prince of Persia was created that did stealth. UbiSoft didn't want for POP. So the a new team was formed and thus Assassin's Creed was born.
Most people think time is like a river that flows swift and sure in one direction but i can tell u they are wrong time is an ocean in storm .. You may wonder who i am or why i say this...come and i will tell you the tale like none u have ever heard....
The music was hands down one of the best music ever made for a video game.
Gotta thank Stuart Chatwood for that bro. His compositions were crazy.
This game was a technical masterpiece. Animations really sell your game more than studios today believe. Animations sell better than mechanical complexity for combat, especially for all the sales outside the "souls-like" fanbase. Arkham, Shadow of Mordor, spider man, assassins creed, Mad Max, Uncharted 3 and Ghost of Tsushima all had highly praised combat simply because IT LOOKED COOL. Multiple animations for the same inputs and interactions (VARIETY!!!!!!), smooth transitions and contextual variations (multi kills for example) sold these titles.
Counter/Dodge/attack is all you need so long as the player doesn't see the same animation too often.
Turns out people want to look cool in combat. Who knew?
You can spend your time adding 6 million mechanics to limited buttons and pray you balanced everything correctly or you can carbon copy the same old combat system and make it look flashy with waaaaay less effort. Still boggles my mind the industry hasn't figured this shit out.
I'm not sayingit can't get stale, but the return for a very small effort is well worth it.
As a game animator myself, I ❤ your comment
You got to remember, in the older titles it was all about pushing the best game mechanics versus Publishing Space alloted on disc.
Now a days it's just rehashing what already works to make it playable while looking neat for that easy sale.
[I believe hand crafted works and original ideas still matter more for better game content than copied salespitch formulas but I'm sure there is people that are out there that can do both.]
It doesn't just "look cool", the way it looks is an integral part of gameplay mechanics because in order to do something in-game fluently, it needs to have some sort of intuitive characteristic. Arkham, Shadow of Mordor, Spider-Man, Mad Max and Ghost of Tsushima aren't just combat systems that "look cool", by being as fluid as they are they provide a better sense of how the player expects their character to move.
The phrase "you really feel like Spider-Man" comes from the fact that controlling the character is rarely so smooth and responsive in games. And with the Prince of Persia trilogy, apart from the camera angles which were the real enemy, the fights themselves felt fast and immersive because of how fluid these animations are. You want to press a button and see the effect in front of you immediately. You don't want to keep pressing buttons, hoping some of them would go through while you're waiting for your character to sluggishly and awkwardly spin in circles...
Like Nakey Jakey says, games like prince of persia cause THE LEAN... as soon as you start Sands of Time, when you realize you can jump over the character and strike them from above, you immediately lift your butt from your seat a little bit, you feel the rush of actually jumping over and landing that strike. Because the animation reacts to your input in such a convincing way. It's a dance and they nailed it.
2:21: Fun Fact - Phillip morin is now founder of Red Barrels Studios who developed Outlast 1, Outlast 2 and Outlast Trials
I miss this game so much (TT)
A break-away character in Prince of Persia was created that did stealth. UbiSoft didn't want for POP. So the a new team was formed and thus Assassin's Creed was born.
Best series Yet! Love all the dedication behind this franchise
Back when games were made by passion and adoration rather than hunger to making more money.
Most people think time is like a river that flows swift and sure in one direction but i can tell u they are wrong time is an ocean in storm ..
You may wonder who i am or why i say this...come and i will tell you the tale like none u have ever heard....
so nostalgic so beautiful
I'm fan of all pop very miss this
3:26 Omg she sings that ost that i likeee
Damn.. Patrice was doing good work way way back! :O:O:O
A game to remember. I can even say that it shaped my childhood of gaming experience together with the game "The Getaway". It was such good times...
Finally I found the character blue print.
Thank you.
This game could create magic with mechner even an open world game pop sequel would be bomb of success
I'm not quite sure, thinking of Mirror's Edge Catalyst... what do you think?
Best series ever...
A waiting Remastered trilogy!!!
Да!
This did not age well.
The remake will never have the amount of love poured into it like the original did. They never do.
Great video for a great game
I Love ❤️ Prince of Persia Trilogy Gamecube
The next game a monster chasing the Prince for hugs
most nostalgic thing ever
Once upon a time......... But now.....
Amazing... I always like to see how games are made.... Is there a longer video of this game how was it made?
one of the best games ever created in every way
The devs come off as pretentious to me for some reason.
well, they needed to sell their game
1.29 soundtrack ...... can anyone help to find it !
Stuart Chatwood the composer has TH-cam Chanel. You can listen soundtrack.
Same Im trying to find it!
Will there be diaries of the other SoT trilogy games?
Best game ever
4:46 😳😳😳 Di- Did you just wink at me Princey?!
Note: Since he doesnt have a actual name, I nicknamed him Princey.
how
Such good memories.