Before playing this, I had very little exposure to Prince of Persia. I knew it was a series of action platformers. I knew there was a bad movie adaptation of it. I remember really wanting to play Warrior Within since the cover for the Gamecube version looked super cool and edgy, but my parents wouldn't let elementary school me buy it, so I ended up playing games like Chibi-Robo and Animal Crossing instead. I played maybe 20 minutes of the Wii version of Forgotten Sands a while back. That's about it. I only ended up playing this game now because I wanted to play at least one of the older Prince of Persia titles before diving into Lost Crown. Although I do think Sands of Time has some pretty big flaws, I do want to preface this by saying I had an absolutely great time playing it. This might be the recency bias talking, but this could easily be up there with something like the original Dragon's Dogma on my list of "best 7/10 games you'll ever play". A good two thirds of the game is made up of what would now be mockingly referred to as "uncharted climbing", there's a certain deliberateness to all of your actions that still makes it enjoyable. Most of the game's challenges boil down to having to figure out how to traverse a room or outdoor area, then actually timing things like pole swings and wall jumps to make it happen. Simply having to do things like press a button to raise yourself up or drop down a ledge, or not being able to stand up on a pole you can swing on and instead having to turn around, swing, then jump against the wall in order to get to a pole directly above you are satisfying enough to keep platforming interesting. Using the dagger to rewind time mostly seemed like a gimmick to me thanks to the fast load times and incredibly generous checkpointing of the PC release, but then I got to the point near the end of the game where you have to climb a large tower without it and I realized just how nice it was to be able to undo one bad jump or something without having to go through the whole sequence again.

The combat is rather simple, though not because of the Prince's moveset. You have a basic melee combo, a block and parry, several abilities tied to the Dagger of Time, and a few acrobatic moves such as a lunge that's performed by jumping against a wall or vaulting over an enemy to attack them from behind. I do quite like how most enemies don't actually die unless you stab them with the dagger while they're down ( a pretty clear inspiration for the systems used by games like Assasin's Creed or the Arkham series where you have to confirm takedowns) and the enemy variety is nice, but there are two things that hold the combat sections back. The first is that most enemies have one attack that's always the best way to deal with them. Use the lunge against the two-sided spearmen or the big guys with swords. Vault over the female enemies with two swords and the big hammer guys. You can vary this up, especially with the parry, but it always feels like you're just drawing out encounters in order to use cool moves that are weaker than the best option. The second issue is the encounter design itself. Fights are mostly limited to open spaces and enemies come at you in groups of three or four. Kill an enemy, and another one will spawn in to take its place. Repeat this 15 or 20 times. Now I get that that's probably due to hardware limitations, but it really makes fights feel like they're artificially dragged out when you just keep cutting down enemies and exact copies of them appear out of nowhere like there's a spectral clown car just driving around the arena. I also get that the development team didn't want the game to be like 90% platforming so they needed to put more combat encounters in the game, but doing something like putting some enemies in the mostly empty hallways of the palace, or even just putting some traps in the arenas and letting you use them on the enemies could have gone a long way.

As far as presentation goes, the game holds up pretty well. The art direction and the way that the Prince grows more disheveled as the game goes on really sell it, and Yuri Lowenthal's performance is easily a high point in his career. He manages to sell the Prince as both a cocky noble seeking glory and as someone who's in way over his head and who knows it. I particularly like the narration of the Prince retelling the story of the game to Farah and the parts where you fail and he goes "No no no, I jumped over the bridge" or things like that. The music was generally fine, but there were a few standout tracks. A lot of it is a kind of mix of metal music and stereotypically Arabian music. I really wish there were more tracks that leaned into using vocals like The Tower of Dawn or Discover the Royal Chambers, though. The story itself was decent enough, but I felt like Farah as a character was pretty bland and her romance with the Prince was forced to the point that I honestly couldn't tell if she was actually into him or just seduced him to steal the dagger near the end (it seems like she only did this because he hesitated the first time they got to the hourglass, but IDK). For like half of the game I couldn't even remember her name and just thought of her as the girl who pulled switches. I do like the overall story of the Prince letting his pride get the better of him and making a terrible mistake that he then has to try and fix, though. It's very much a tragic tale in the classical sense of the word.

The PC port was surprisingly stable considering this is just a game from 2003, but I did have two issues with it. First was that the fog effects are just fucked to the point of completely covering the screen in the stuff. Thankfully the fog can just be turned off, but I don't really know how much that impacts the atmosphere of the game since I played through the whole thing without any fog. Second was that a lot of the dialogue from Farah during gameplay was super quiet, almost to the point of being unintelligible. This seemed like some kind of positional audio thing, but I can't say for sure since there were times where I could barely hear even though she was like three feet away from the Prince. It was still pretty painless for an older title, though, since I didn't have to really mess with compatibility or fan patches or any of the other tinkering that you normally have to do to make a game like this run on modern hardware. Considering I mostly played this game on a whim and got it for like $2 in a Steam sale, I'm really glad I played it. I'm looking forward to playing the other PoP games in the future, particularly Warrior Within. I want to see if it's really as edgy as the box art suggests.

The presentation is cute, but the 15 puzzles in the game just weren't that good. The mobile version also heats up my Galaxy S24 Ultra more than any other game I've played. Like if your game makes my phone heat up more and drains the battery faster than something like Honkai Star Rail while being nothing but 15x15 Picross, then something's wrong.

There are a lot of things I like about the game (The Dreisstrager crew and Az are charming and Az's battle themes in particular are great, having Amuro and Char actually deal with the aftereffects of CCA, the main theme, using GaoGaiGar vs. Betterman instead of retreading the original GGG or Final again, the remixes of each series's theme, the way the game pairs up series like Gridman and J-Decker or Victory Gundam and L-Gaim based off of similarities in themes or in ways that would make sense within the mixed up fanfiction world that is any SRW, and the ability to make even your favorite background character the most powerful being in existence), but the game is just way too fucking long. Yeah there are only like 40 missions that are "required", but since a bunch of the crossover character moments and cool weapons/unit upgrades are in the optional mission, that more than triples the final mission count of the game. I did basically everything other than the repeatable front missions (this includes the first DLC pac since of course I was going to use the Sakura Wars units) and ended with a total mission count of 155 and a final playtime of 168 hours. If some of the missions had been combined to shave that total count down to like 100, the game would have been great, but the relatively simple mechanics of SRW just can't carry a game for this long.

But this is the only game where I can watch Gridman, Guy Shishioh, Quattro Bajeena, and Ichiro Ogami fight together so it's a 10/10 in my heart

I think it's completely fair to judge a Warioware game based solely on the quality of the Nintendo minigames. Move It!'s Nintendo boss stage has you hold out your arms and tilt from side to side to slide down the secret slide from Super Mario 64, therefore it's the best Warioware game.

Overall a pretty good time even if some of the poses are more finnicky than others. Using the IR sensor to detect hand gestures is really cool, though. I wish more games used that.

This is probably the first Gundam game I'd recommend just as a video game and not as a Gundam game. I think games like Super Robot Wars, the Gundam Versus series, and the G Generation games are good, but they definitely rely on a certain level of familiarity with the series to get the most out of them (yeah that's a bit less of the case with Versus since it's actually a pretty deep arena fighting series, but from the outside it just looks like another arena anime fighter.) Gundam Breaker 3 is different. Even if you nothing about the series, you can probably still have a great time tweaking your own mobile suit to fit your exact playstyle thanks to the absurd level of customization on display. There are multiple melee and ranged weapon types, head, body, arm, leg, and backpack parts for a metric fucton of suits ranging from the original 1979 series up through a handful of Iron-Blooded Orphans ones for the player to mess around with and recolor, which already brings a lot to the table. However, things like merging parts together to transfer skills or create new parts entitely and maxing out weapon abilities to use with any weapon type (like using a lance skill with a beam saber or a machine gun skill with a bazooka), builder parts that let you slap things like extra cannons and missile launchers onto your mobile suit, or even parts that come with unique attacks or extra weapons built in (beam sabers stored in a backpack, chest cannons, deployable funnels, etc.) add an extra layer that really lets you customize your playstyle to an insane degree. You can play a melee focused MS that mainly fights with its fists but also has dual beam sabers to mix into combos, effectively giving you a third type of melee attack on top of the basic light and heavy attacks that main melee weapons come with. You can make your mobile suit a walking weapons platform and load it down with as many cannons and missile launchers as possible. You can build your suit around speed and carry a bunch of funnels so you just let your autonomous drones whittle down enemies while you weave through the battlefield. I really cannot overstate how customizable your mobile suit is in this game, especially considering how two of the same part like two Gouf heads can have different levels, rarities, and passive skills attached to them. The system lets you just make something that looks cool, but you can spend hours tweaking each individual part to make the most powerful mobile suit possible if you want.

Or you could just play as a Ball with arms and legs.

The focus on double battles and trainers with actual thought out teams is really good, but the Terrarium itself was just kind of bland when compared to Kitakami.

This review contains spoilers

I could go on and on about how the nuanced relationships between Aoko, Alice, and Sizuki are far more compelling than a straight romance plot for a story like this that isn't really about romance, about how it's actually really smart to tuck a bunch of the SoL scenes and side stories into the archive instead of putting them in the main chapters so people who don't want that stuff can just read through a leaner main story, about the effectiveness of having the two main characters effectively be opposites of each other (Aoko is at a point of transition between the normal world and the liminal world of being a mage, and Sizuki is at a point of transition from living on the outskirts of civilization to living in a modernized city), about the excellent music that ranges from charming and nostalgic to mysterious and melancholic, with a few more energetic pieces thrown in (https://youtu.be/OEN5Yn_qa1w?si=r0oj0jv6vjhlWPiJ , https://youtu.be/hp9K17211VU?si=bVYcoyD1PxhZ0ZcJ , https://youtu.be/PmnH10VjWLk?si=h2-Bsf_tEXXI5R1v , https://youtu.be/DBY33QaGdO0?si=Fz0DwWrfPDjTWU5J , https://youtu.be/Kp3MLBMKJb8?si=QsMiftC3LQcvfYTq ), or about how I ended up taking well over 200 screenshots almost entirely of the game’s background and character art, but I don’t really feel like doing that so I’m just going to sum things up with this: Imagine punching a fucking werewolf so hard you break your own arms. Imagine winning the fight with said fucking werewolf.