Since videogames have been a dominant interest of mine for as long as I can remember, I shall be taking more than a cursory glance in their direction. Recently, I decided to revisit the Prince of Persia Trilogy for PlayStation2; a series of games which I have had for a while, but didn't play through in their entirety -- I managed to sit through the first game, and struggled to keep interested in the second, leaving the third unplayed.
Recently, I decided to have another look and ask myself "what was wrong with that second title?" and attempt the trilogy, again.
PRINCE OF PERSIA - THE SANDS OF TIME

Long have I been at odds with those who think a good story makes a good game. To them, I bring up Tetris (A design classic, and loved around the world) and it's purity in ludology. This often fails to make an impact, as they bring up whatever Final Fantasy game they love the most and it's "amazing" plot. To be honest, no Final Fantasy game has a good plot.
Well, Sands of Time is a game that *does* have a good plot, and the way the game is structured around it is something of a marvel. Gameplay itself is essentially Tomb Raider: The Parkour Version, with some shoehorned combat thrown in for good measure; which works, but only just. I found using the Dagger of Time and the meta-resource management aspect this brings in much more entertaining than learning the combos, or rote-learning the enemy attack patterns.
The actual Sands of Time themselves take a lot of the stress out of what could be an annoying array of trial-and-error sections, by allowing you to 'rewind' the last 8 seconds or so, correcting any mistakes that have been made. Also, a use the developers probably didn't intend was that the sands can be used to reconnoiter an area in lieu of some questionable camera choices.
The story itself, though; it's a pretty shallow affair, all things considered - but it's the delivery of it that entrances me. To start with, you are outside an Indian woman's bedroom, and walk in, beginning to tell a story to her, the plot of the game. You are the titular Prince, and tell of a raid on an Indian city, a treacherous vizier, and the sands themselves; and how you ultimately use them to prevent the whole thing from happening, before returning the dagger, which is why you enter the room to tell the story in the first place.
It's a little clumsily delivered in places, and the voice acting is only adequate, but it never fails to tease at what happens next; kept me playing. One thing the game did absolutely correctly was give the Prince a mighty sword toward the end making all the combat a breeze; if there's one thing I believe in games, it's that the last stretch is essentially the start of the ending, so torturing the player with all the hardest traps yet is NOT the way to go; instead, focus on all the pretties and give the player a good time, wind them down to prepare for sitting back and taking in a story wrapped up well. And wrapped up well this is.
PRINCE OF PERSIA - THE WARRIOR WITHIN

I think marketing failed here. Throw out the storytelling; focus on the combat, throw out the excellent middle-eastern flavoured soundtrack; shovel in some generic heavy metal riffs, throw out the mood and ambience; pile in the DARK AND MURKY.
Add to that the fact that there's a past/present gimmick forcing you to essentially play each section twice (one a 'remixed' version of the other) and here's a title that is no fun AT ALL.
PRINCE OF PERSIA - THE TWO THRONES

So, I skipped that awful second title, and approached this one with caution. Apparently the combat had another overhaul, so I wasn't exactly kicking my heels with glee at the prospect of learning more stuff. But wait, something happened -- the plot here is told as a story again, this time with a character rescued from The Warrior Within. Yeah, about that; it's all recapped briefly in the intro, so skipping it altogether is FINE; it's like the developers realised their faux pas.
"Yeah, Devil May Cry was doing well, so we made it more like that. Well, not everyone likes Devil May Cry, and many seek other games. LIKE OUR GAMES. We killed the work experience kid who had the idea, and got back to making a proper middle-eastern game again"
Which they did. The ambience is back, although more intensely conveying a war-torn Babylon, with an accompanying soundtrack that wouldn't sound wrong played to some Harryhausen stop-motion skeletons, and all manner of awesome cliches bought in; a giant in a fighting arena; a couple of CHARIOT RACES. Although the plot really doesn't have more depth than The Sands of Time (Prince battles with darker inner self bought on from exposure to the sands. Woo.) it's delivered in a cinematic way that delivers enough of an audiovisual massage to make me want to keep playing. The only problems I can see are some of the (especially earlier) jumping sections are a little *too* trial-and-error, and that the combat takes too long. This latter one isn't so bad with the new stealth gameplay, though.
Now, stealth is a thing I *hate* in games. Having to sit there working out an enemy movement pattern a few times to memorise when and where is the best time and place to move... it's not fun. Now, if there's an alternate way around; like with Prince of Persia's ledge-hopping; this isn't so bad. Add to that the new Speed Kills, and there's an alternate way (usually) around the pattern-recognition-cum-button-bashing combat I so abhor.
So it's not bad at all. I haven't quite completed it yet, but I'm drawing toward the end. Let's see how this goes, but I've enjoyed it thus far.