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	<title>Comments on: A Prince of a Different Persia</title>
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	<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/</link>
	<description>hoc ludite quasi carmen</description>
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		<title>By: Chris</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83547</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Thu, 07 May 2009 08:35:38 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83547</guid>
		<description>I hope you&#039;re right! :) That would be an interesting step for the industry. Although the weak sales of the new Prince of Persia (1.5 million total, I think) might make them reconsider.

Then again, the PS2 version only pulled in 1.8 million (I think). So honestly, the problem might simply be that the setting doesn&#039;t have wide appeal...</description>
		<content:encoded><![CDATA[<p>I hope you&#8217;re right! <img src='http://corvus.zakelro.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  That would be an interesting step for the industry. Although the weak sales of the new Prince of Persia (1.5 million total, I think) might make them reconsider.</p>
<p>Then again, the PS2 version only pulled in 1.8 million (I think). So honestly, the problem might simply be that the setting doesn&#8217;t have wide appeal&#8230;</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83534</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Fri, 01 May 2009 12:14:23 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83534</guid>
		<description>That&#039;s not quite how I imagine it happening, Chris. I&#039;m more saying that it really seems someone at Ubisoft pointed out there&#039;s a huge untapped market playing console games now and thought it would be a good idea to start figuring out how to appeal to them.</description>
		<content:encoded><![CDATA[<p>That&#8217;s not quite how I imagine it happening, Chris. I&#8217;m more saying that it really seems someone at Ubisoft pointed out there&#8217;s a huge untapped market playing console games now and thought it would be a good idea to start figuring out how to appeal to them.</p>
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		<title>By: Chris</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83532</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Fri, 01 May 2009 08:06:21 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83532</guid>
		<description>I find it very hard to believe the marketing department asked for the game to be easier - this has never happened to me on a console title!</description>
		<content:encoded><![CDATA[<p>I find it very hard to believe the marketing department asked for the game to be easier &#8211; this has never happened to me on a console title!</p>
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		<title>By: Brandon Carbaugh</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83531</link>
		<dc:creator>Brandon Carbaugh</dc:creator>
		<pubDate>Fri, 01 May 2009 05:52:51 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83531</guid>
		<description>I&#039;d like to see Prince of Persia go the route of Back To the Future.

Not in terms of plot, mind you, but in the idea that only a handful of times in all his continuity-raping adventures did Marty McFly ever physically engage anyone.  

Most of his actions were concerned with sliding around corners, ducking blows, scrambling over shoulders and counters, etc etc etc.

Drop the pretense at badass-ness, Ubi.  Give me a cowardly prince, in whose shoes the goal is to not get hit in the face.  Then toss in some of that sardonic wit and whining from the first Sands of Time.

Instant gold.</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to see Prince of Persia go the route of Back To the Future.</p>
<p>Not in terms of plot, mind you, but in the idea that only a handful of times in all his continuity-raping adventures did Marty McFly ever physically engage anyone.  </p>
<p>Most of his actions were concerned with sliding around corners, ducking blows, scrambling over shoulders and counters, etc etc etc.</p>
<p>Drop the pretense at badass-ness, Ubi.  Give me a cowardly prince, in whose shoes the goal is to not get hit in the face.  Then toss in some of that sardonic wit and whining from the first Sands of Time.</p>
<p>Instant gold.</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83530</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Fri, 01 May 2009 04:05:07 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83530</guid>
		<description>@spindrift No worries, I love a good debate!

I understand that they were going for a storybook look and I think they were doing that, in no small part, to try and appeal to a more casual audience. But they didn&#039;t go far enough in that direction to really catch the attention of that audience, just like they didn&#039;t really go far enough with their forgiving game dynamics to really appeal to that audience.</description>
		<content:encoded><![CDATA[<p>@spindrift No worries, I love a good debate!</p>
<p>I understand that they were going for a storybook look and I think they were doing that, in no small part, to try and appeal to a more casual audience. But they didn&#8217;t go far enough in that direction to really catch the attention of that audience, just like they didn&#8217;t really go far enough with their forgiving game dynamics to really appeal to that audience.</p>
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		<title>By: spindrift</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83529</link>
		<dc:creator>spindrift</dc:creator>
		<pubDate>Fri, 01 May 2009 03:50:37 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83529</guid>
		<description>@corvus
I&#039;ve never been a fan of the art direction in the previous PoP games and i felt that the art style of the new pop was significantly different enough that I may have misread your point there, and i apologise.

You were reflecting your points about the game design, by saying that the art does the same thing. That it&#039;s visually the old PoP, but this time with a cell shaded veneer instead of committing to a new aesthetic?
I agree with you on the game mechanics points, but not with your example relating it to the art style.

To clarify, I don&#039;t think they just incorporated cell shading into their existing aesthetic, as you say.
The cell shading was used to extend the visual brief used throughout the game. They were trying for a painterly, illustrated storytale look, and the textures and models all try to reflect that to varying degrees of success. The cell shading used is used minimally and pointedly to reflect that design brief. It&#039;s basically the same thing as Borderlands is doing now, though they are trying to get people to call it &#039;concept-art style&#039; (there&#039;s no way that will stick, but i sympathise).
Ignoring the cell shading, the textures, models &amp; environment are all fairly heavily stylised and I feel that is already enough to be a break from the old PoP art style which was, barring a few exceptions, realistic and extremely generic. The cell shading is just one part of a larger aesthetic direction used throughout the whole game.
I agree, I don&#039;t think they wholly succeeded, but I also don&#039;t think that taking away the black borders and some hard edged falloff on the lighting for the characters would suddenly make it into the old PoP, visually.

I&#039;m not trying to be antagonistic or convince you of anything, i just think it&#039;s an interesting discussion. ymmv</description>
		<content:encoded><![CDATA[<p>@corvus<br />
I&#8217;ve never been a fan of the art direction in the previous PoP games and i felt that the art style of the new pop was significantly different enough that I may have misread your point there, and i apologise.</p>
<p>You were reflecting your points about the game design, by saying that the art does the same thing. That it&#8217;s visually the old PoP, but this time with a cell shaded veneer instead of committing to a new aesthetic?<br />
I agree with you on the game mechanics points, but not with your example relating it to the art style.</p>
<p>To clarify, I don&#8217;t think they just incorporated cell shading into their existing aesthetic, as you say.<br />
The cell shading was used to extend the visual brief used throughout the game. They were trying for a painterly, illustrated storytale look, and the textures and models all try to reflect that to varying degrees of success. The cell shading used is used minimally and pointedly to reflect that design brief. It&#8217;s basically the same thing as Borderlands is doing now, though they are trying to get people to call it &#8216;concept-art style&#8217; (there&#8217;s no way that will stick, but i sympathise).<br />
Ignoring the cell shading, the textures, models &amp; environment are all fairly heavily stylised and I feel that is already enough to be a break from the old PoP art style which was, barring a few exceptions, realistic and extremely generic. The cell shading is just one part of a larger aesthetic direction used throughout the whole game.<br />
I agree, I don&#8217;t think they wholly succeeded, but I also don&#8217;t think that taking away the black borders and some hard edged falloff on the lighting for the characters would suddenly make it into the old PoP, visually.</p>
<p>I&#8217;m not trying to be antagonistic or convince you of anything, i just think it&#8217;s an interesting discussion. ymmv</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83528</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Thu, 30 Apr 2009 23:43:25 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83528</guid>
		<description>@Duncan I guess we&#039;ll have to agree to disagree. While I see they made incremental changes to the protagonist&#039;s attitude, I didn&#039;t feel there was enough character growth to justify the end.

@spindrift Misconception? The fact that the models are rendered with cell shading is pretty important to the artistic style of PoP and that decision had to have been made for a reason, right?

And what I&#039;m saying is pretty much exactly what you are--they didn&#039;t fully commit to going in a new direction, instead they decided to add cell shading to their existing aesthetic. I&#039;m also saying I think this approach is very much the same thing they did with the gameplay itself, a bit of new applied in a fashion that&#039;s traditional to the series.

I only referenced Wind Waker to bing up the idea that if they&#039;d really been committed to changing the series for a new audience, they could have gone so much further. I could have as easily referenced BG&amp;E&#039;s cartoon style.</description>
		<content:encoded><![CDATA[<p>@Duncan I guess we&#8217;ll have to agree to disagree. While I see they made incremental changes to the protagonist&#8217;s attitude, I didn&#8217;t feel there was enough character growth to justify the end.</p>
<p>@spindrift Misconception? The fact that the models are rendered with cell shading is pretty important to the artistic style of PoP and that decision had to have been made for a reason, right?</p>
<p>And what I&#8217;m saying is pretty much exactly what you are&#8211;they didn&#8217;t fully commit to going in a new direction, instead they decided to add cell shading to their existing aesthetic. I&#8217;m also saying I think this approach is very much the same thing they did with the gameplay itself, a bit of new applied in a fashion that&#8217;s traditional to the series.</p>
<p>I only referenced Wind Waker to bing up the idea that if they&#8217;d really been committed to changing the series for a new audience, they could have gone so much further. I could have as easily referenced BG&#038;E&#8217;s cartoon style.</p>
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		<title>By: spindrift</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83527</link>
		<dc:creator>spindrift</dc:creator>
		<pubDate>Thu, 30 Apr 2009 23:30:24 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83527</guid>
		<description>great post, but I don&#039;t buy your cell shading point.
PoP used cell shading as only one technique in it&#039;s already well-defined art style. Saying the art style is cell shaded isn&#039;t technically incorrect, but it IS contextually incorrect. You are saying it&#039;s cell shaded when you are talking about the Art Style as a whole, and then comparing it to Wind Waker, a game that CAN be described as cell shaded, because it&#039;s art uses cell shading as one of its main features. PoP merely used a fairly light form of cell shading give it a bit of visual flair. You could take the cell shading away and the game would look different, but not greatly so. Whereas Wind wakers visuals depend almost entirely on cell shading.
It&#039;s a pretty common misconception, but it causes you to make a weak comparison and your point about making a clean break could have been better served  by comparing the character design, rather than the rendering technique.

Interesting article, otherwise.</description>
		<content:encoded><![CDATA[<p>great post, but I don&#8217;t buy your cell shading point.<br />
PoP used cell shading as only one technique in it&#8217;s already well-defined art style. Saying the art style is cell shaded isn&#8217;t technically incorrect, but it IS contextually incorrect. You are saying it&#8217;s cell shaded when you are talking about the Art Style as a whole, and then comparing it to Wind Waker, a game that CAN be described as cell shaded, because it&#8217;s art uses cell shading as one of its main features. PoP merely used a fairly light form of cell shading give it a bit of visual flair. You could take the cell shading away and the game would look different, but not greatly so. Whereas Wind wakers visuals depend almost entirely on cell shading.<br />
It&#8217;s a pretty common misconception, but it causes you to make a weak comparison and your point about making a clean break could have been better served  by comparing the character design, rather than the rendering technique.</p>
<p>Interesting article, otherwise.</p>
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		<title>By: Duncan</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83526</link>
		<dc:creator>Duncan</dc:creator>
		<pubDate>Thu, 30 Apr 2009 20:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83526</guid>
		<description>Did you play the Epilogue? While I don&#039;t condone holding back part of the story behind a pay-to-play barrier, I realize that there was more.

I agree with you on many points about the gameplay. However, I think that their goals were clear to them, they simply missed some of the marks. They clearly wanted a Cinematic Feel. Everything from art to level progression supports that. However, I think that many of the gameplay elements fell short of what they could have been. 

I disagree with you about the Prince and Elika remaining static characters. I saw each of them grow in their understanding of what their situations meant, and in the end trade some of their outlooks.

Prince goes from stark skepticism to fundamental belief. His outward carefree attitude is revealed to be a sham, a mere protection from the truth of the world. He is snide and over-boisterous because he has decided to push everything but the moment away and trust nothing but the pleasures (and pain) he can feel right now. He has seen wonders, but he has discarded them before now as not worth his time.

Elika is his foil. She has been raised to faith, and truly believes. Yet part of her is resentful of all she has been given. She does not want the powers and responsibility that have been cast upon her. I saw her faith crumble and fall as she fought tooth and nail to save a place that she comes to realize she has no love for. She has always wanted to leave, but has always been held back by the expectations of others; feeling as if she has no choices.

In the end the Prince finds his faith, even if it is a heavy-handed blow that delivers it. Some people need to be shaken very hard. Elika loses her faith, her god lets her die, lets Ahruman free, lets everything she has lived for crumble. She has served, but for naught.

Yes, the ending turned out to be contrived. It relied on the player feeling a fundamental _romantic_ pull between Prince and Elika. The movie version would have Prince save Elika&#039;s life because of his love for her, and damn the world. The game provided little indication that their relationship was anywhere near that close. While there was flirting their journeys were largely personal and I never saw a strong romantic connection grow. Prince&#039;s motivations for reviving Elika should have come from somewhere else, or there should have been an option to not revive her directly (obviously she is needed for the sequel - marketing influence here). In fact, the entire ending may have been added because the Execs demanded a way to add DLC and sequels to the franchise.</description>
		<content:encoded><![CDATA[<p>Did you play the Epilogue? While I don&#8217;t condone holding back part of the story behind a pay-to-play barrier, I realize that there was more.</p>
<p>I agree with you on many points about the gameplay. However, I think that their goals were clear to them, they simply missed some of the marks. They clearly wanted a Cinematic Feel. Everything from art to level progression supports that. However, I think that many of the gameplay elements fell short of what they could have been. </p>
<p>I disagree with you about the Prince and Elika remaining static characters. I saw each of them grow in their understanding of what their situations meant, and in the end trade some of their outlooks.</p>
<p>Prince goes from stark skepticism to fundamental belief. His outward carefree attitude is revealed to be a sham, a mere protection from the truth of the world. He is snide and over-boisterous because he has decided to push everything but the moment away and trust nothing but the pleasures (and pain) he can feel right now. He has seen wonders, but he has discarded them before now as not worth his time.</p>
<p>Elika is his foil. She has been raised to faith, and truly believes. Yet part of her is resentful of all she has been given. She does not want the powers and responsibility that have been cast upon her. I saw her faith crumble and fall as she fought tooth and nail to save a place that she comes to realize she has no love for. She has always wanted to leave, but has always been held back by the expectations of others; feeling as if she has no choices.</p>
<p>In the end the Prince finds his faith, even if it is a heavy-handed blow that delivers it. Some people need to be shaken very hard. Elika loses her faith, her god lets her die, lets Ahruman free, lets everything she has lived for crumble. She has served, but for naught.</p>
<p>Yes, the ending turned out to be contrived. It relied on the player feeling a fundamental _romantic_ pull between Prince and Elika. The movie version would have Prince save Elika&#8217;s life because of his love for her, and damn the world. The game provided little indication that their relationship was anywhere near that close. While there was flirting their journeys were largely personal and I never saw a strong romantic connection grow. Prince&#8217;s motivations for reviving Elika should have come from somewhere else, or there should have been an option to not revive her directly (obviously she is needed for the sequel &#8211; marketing influence here). In fact, the entire ending may have been added because the Execs demanded a way to add DLC and sequels to the franchise.</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83525</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Thu, 30 Apr 2009 18:37:03 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83525</guid>
		<description>Like I said (or meant to say)--I felt the casual, almost inconsequential, deepening of the protagonist&#039;s responses to Elika were befitting of the lack of gameplay progression. I just don&#039;t feel it supported such a radical endangering of self on her behalf.</description>
		<content:encoded><![CDATA[<p>Like I said (or meant to say)&#8211;I felt the casual, almost inconsequential, deepening of the protagonist&#8217;s responses to Elika were befitting of the lack of gameplay progression. I just don&#8217;t feel it supported such a radical endangering of self on her behalf.</p>
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		<title>By: JoeTortuga</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83524</link>
		<dc:creator>JoeTortuga</dc:creator>
		<pubDate>Thu, 30 Apr 2009 18:35:17 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83524</guid>
		<description>I think that the shallowness of the gameplay is largely because they were attempting an open world you could work through in any order.  While that normally pleases me, I think it caused their level design to need to be flat. Each boss did add a different navigational challenge, meaning that the problems mounted over time, it wasn&#039;t particularly effective in ramping the difficulty. The only thing that got particularly hard for me was the (also repetitive boss battles: ie the fighting).

The level navigation became more fun and invigorating as I started to think of it as a rhythm action game.  Too bad there wasn&#039;t a matching soundtrack!

Of the ending I won&#039;t say much except that we reached the same conclusion along different paths.  It actually angered me, not from within the game perspective, but from what the designers seemed to be saying about Love.</description>
		<content:encoded><![CDATA[<p>I think that the shallowness of the gameplay is largely because they were attempting an open world you could work through in any order.  While that normally pleases me, I think it caused their level design to need to be flat. Each boss did add a different navigational challenge, meaning that the problems mounted over time, it wasn&#8217;t particularly effective in ramping the difficulty. The only thing that got particularly hard for me was the (also repetitive boss battles: ie the fighting).</p>
<p>The level navigation became more fun and invigorating as I started to think of it as a rhythm action game.  Too bad there wasn&#8217;t a matching soundtrack!</p>
<p>Of the ending I won&#8217;t say much except that we reached the same conclusion along different paths.  It actually angered me, not from within the game perspective, but from what the designers seemed to be saying about Love.</p>
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		<title>By: Jared Newman</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83523</link>
		<dc:creator>Jared Newman</dc:creator>
		<pubDate>Thu, 30 Apr 2009 18:31:04 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83523</guid>
		<description>Good. I didn&#039;t realize that others also felt the game should&#039;ve ended a couple minutes earlier than it did.

In fact, had Prince returned Elika to the tomb and walked into the sunset alone, the chill of being complicit in his indifference would&#039;ve made for a powerful finale. That Prince remains the same cold, unfeeling character would be meaningful, rather than a fault.

On a side note, I did feel that the connection between both characters grew stronger during the game, but in subtle ways. True, it didn&#039;t take the full dive and present the player with any existential crises, but who needs that? I was much happier with those themes lurking just beneath the surface.</description>
		<content:encoded><![CDATA[<p>Good. I didn&#8217;t realize that others also felt the game should&#8217;ve ended a couple minutes earlier than it did.</p>
<p>In fact, had Prince returned Elika to the tomb and walked into the sunset alone, the chill of being complicit in his indifference would&#8217;ve made for a powerful finale. That Prince remains the same cold, unfeeling character would be meaningful, rather than a fault.</p>
<p>On a side note, I did feel that the connection between both characters grew stronger during the game, but in subtle ways. True, it didn&#8217;t take the full dive and present the player with any existential crises, but who needs that? I was much happier with those themes lurking just beneath the surface.</p>
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		<title>By: Corvus</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83522</link>
		<dc:creator>Corvus</dc:creator>
		<pubDate>Thu, 30 Apr 2009 18:16:55 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83522</guid>
		<description>PoP:SoT is my fourth-most played PoP game, Thomas. I hit a point where I could not get to a combat with enough life to succeed at it and gave up in frustration. I have long contended I&#039;d be a happy PoP fan if they just got rid of the combat.</description>
		<content:encoded><![CDATA[<p>PoP:SoT is my fourth-most played PoP game, Thomas. I hit a point where I could not get to a combat with enough life to succeed at it and gave up in frustration. I have long contended I&#8217;d be a happy PoP fan if they just got rid of the combat.</p>
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		<title>By: Thomas</title>
		<link>http://corvus.zakelro.com/2009/04/a-prince-of-a-different-persia/#comment-83521</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Thu, 30 Apr 2009 18:13:56 +0000</pubDate>
		<guid isPermaLink="false">http://corvus.zakelro.com/?p=3120#comment-83521</guid>
		<description>I&#039;d be curious as to what you&#039;d think of Sands of Time. It&#039;s a much better game, and a much finer story--perhaps because it&#039;s much more linear, so character growth could be plotted more easily.</description>
		<content:encoded><![CDATA[<p>I&#8217;d be curious as to what you&#8217;d think of Sands of Time. It&#8217;s a much better game, and a much finer story&#8211;perhaps because it&#8217;s much more linear, so character growth could be plotted more easily.</p>
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