Most people think time is like a river that flows swift and sure in one direction. But I have seen the face of time, and I can tell you: they are wrong. Time is an ocean in a storm.
Prince of Persia: The Sands of Time is a 2003 video game and the first chapter in the newer Prince of Persia trilogy developed by Ubisoft. It reproduced the series' popular combination of combat and climbing puzzles, and added Le Parkour and what is still the most successful use of time-distortion effects (previously seen in such games as Max Payne and Blinx: The Time Sweeper), as well as creating an entirely new story with a more complex hero, an expanded role for the princess, and one doozy of a plot twist. The Prince is a young man accompanying his father to an Indian-like kingdom, whose Vizier betrayed them to the Prince's armies. Among the spoils of that kingdom is a large hourglass called "The Sands of Time" and a dagger that the Prince claims. The Vizier then tricks the Prince into opening the hourglass and unleashing the curse of the sands upon the land. Confused over what happened, he finds himself in the company of Farah, a princess of the kingdom he just ransacked and who has knowledge of what he has done, and has to go fix what he broke.For the sequels, see Prince of Persia: Warrior Within and Prince of Persia: The Two Thrones. For the film adaptation, see Prince of Persia: The Sands of Time.
Arbitrary Skepticism: Farah surely had known about the dagger's time-twisting power before the adventure began, but after the Reset Button is pressed, she believes that the whole story told by the Prince could be nothing but a fairy-tale.
Arc Words: "Honor and glory." It's even the title of the final part of the game.
Armor Is Useless: The Prince takes the same amount of damage both before and after he removes his armour.
Benevolent Architecture: The palace may be slowly falling into ruin and collapsing, but it'll never do so in a way that renders it impossible to move on. Things will always collapse into a parkour obstacle course for the Prince and a series of cracks and holes in the wall for Farah to slip through.
Die, Chair! Die!: There are various props that the Prince can smash into dust with his sword, though there's no real purpose for doing so other than occasionally the props are blocking your path.
Difficult but Awesome: Mega Freeze is extremely powerful and great for clearing out almost entire waves of enemies, but it burns through your entire power gauge with one use, and you have to have the same amount of power gauge units as sand gauge units. If you collect enough sand clouds to increase your sand gauge, you're locked out of using Mega Freeze until you can harvest more sand from sand creatures.
Escort Mission: Farah comes and goes and when she does stay for a while, she can fend for herself fairly well, but can only stun enemies at best (the Prince still has to kill them) and can get killed if the Prince doesn't come to her aid now and then. This doesn't really come up as annoying for the most part. At least until the elevator fight sequence.
She also has an annoying tendency to stand her ground instead of keeping away from enemies (which, for a character using a ranged weapon, doesn't make a whole lot of sense,) leading to a few scenarios where Farah ends up surrounded by enemies and just stands there while the Prince has to keep them off her.
Heart Container: The mysterious magic fountains that increase the Prince's life meter.
Sand can count as this for your sand and power gauges. Absorbing eight sand clouds increases the sand gauge by one unit, and finishing off 16 sand creatures with the Dagger and absorbing their sand increases the power gauge by one unit (but only if you have less power gauge units than sand gauge units.)
I Can't Use These Things Together: The Prince will occasionally gripe about Farah and her attitude, or reminisce about his love for her. This gets lampshaded twice, by the Prince himself, no less. "Why am I talking to myself?"
Knockback: Most enemies attack by throwing the Prince to the floor. Fortunately he can still block while knocked down.
Leaning on the Fourth Wall: While trying to solve the Light and Mirrors Puzzle in the library, Farah starts reading from some random book. The Prince complains that if she's got time to be reading, she could look for a book that tells them how to get out of the room, only for Farah to respond that this isn't that kind of game.
Ledge Bats: Bats only show up during the trickier platforming sequences, usually when the Prince is supposed to balance himself on a beam.
Birds will also occasionally harass the Prince when he's on a ledge or balancing on something, though they're not exclusive to those sections.
Le Parkour: Arguably the game that popularized it.
Magical Mystery Doors: The finale features this, in a rather surreal section in which the Prince must cross two rooms each with a set of eight doors. Only one door allows him to move up into the next area; taking any other door will send the Prince back to the entrance, with him commenting on just hat the hell is going on.
Benevolent Architecture: No matter how much the palace crumbles, though, there'll always be lots of pillars, horizontal poles, ledges, small enclosures with parallel walls and flat vertical surfaces for the Prince to parkour his way through.
Mind Screw: The game is peppered with premonitory visions that show you exactly how to traverse the incoming platforming section and what enemies to expect. However, as the game progresses, the visions become increasingly ominous, cutting away to Farah in a suspicious way and occassionaly showing her death. Even the Prince himself is shown to die in a few visions. This of course plays on the gamer's forged trust on said visions.
Mundane Utility: Throughout the game, the Prince uses the Dagger of Time's rewind feature to evade death and save the day. At the end of the game, he uses it to...smooch a girl, then rewind when she reacts badly.
The Prince helps activate the palace defense system to combat the sand creatures. Too bad it's not only completely useless against them, but now he has to go through the entire game maneuvering through Death Traps.
The hourglass can serve as an even more powerful button, which the Prince takes full advantage of.
Reviving Enemy: Humanoid sand creatures will just keep getting back up over and over until they're either finished off with the Dagger while they're down or dealt a finishing blow after using the Freeze or Mega Freeze powers on them.
Ripple-Effect-Proof Memory: Only the Prince is able to recall the events of the game because such events were erased by rewinding time all the way back to before the game begins. The whole game is in fact one big flashback the Prince is narrating to Farah.
Sword of Plot Advancement: The Prince upgrades his sword several times throughout the game. The first replacement sword allows him to break through certain walls; the last and most powerful sword kills enemies in a single hit. Interestingly, the final sword you hold in your hand...ends up being exactly what you started the game with. Due to the circumstances of the game's climax, the true final sword ends up just being your basic blade from the very beginning.
More literally, the Prince says these exact words whenever you get a Game Over.
Time Is Dangerous: "Most people think time is like a river that flows swift and sure in one direction. But I have seen the face of time, and I can tell you: they are wrong. Time is an ocean in a storm."
Time Stands Still: The Freeze and Mega Freeze abilities aren't quite this example (enemies affected by it still move extremely slowly,) but for all intents and purposes it's the same. Freeze freezes one enemy so they can be two-hit killed, and Mega Freeze freezes all enemies (including enemies that teleport into the fight afterwards) and lets the Prince Flash Step between them.
Time Travel Tense Trouble: During the Final Battle, the prince runs into the classic had/will problem when explaining the events of the game to Farah.
Trust Password: Farah tells the Prince her mother used to calm her fears with the made-up word "Kakolukia", remarking she's never told this to anybody. When the Prince resets the timeline, thereby erasing the events of the game entirely - including meeting and bonding with Farah - he proves his story true by throwing the word "Kakolukia" back. Ironically, she tells him this Trust Password shortly before she betrays him.
Unresolved Sexual Tension: The Prince and Farah bond over the course of the game, growing closer and closer. The Prince even starts considering asking her hand in marriage. It's implied they may have even had sex. After she dies, he's forced to rewind time, undoing her death but also their bonding, to the point where the game ends without them really knowing each other in the first place. The Prince even tries kissing her before leaving, but he even rewinds that event when it doesn't go along as planned.
Unreliable Narrator: since the entire game is narrated via flashback, when you die, the Prince backs up and says "that's not how it happened" or something similar.
Unwitting Pawn: The Shah and Prince are convinced by the Vizier of India to invade India for no good reason outside of "honor and glory", while the Vizier helps them in exchange for his choice picks from the Maharajah's treasure chamber. Needless to say, the Shah immediately agrees to this offer from a man who is offering to betray his sovereign and his nation to an invader and who in fact solicited his betrayal to a random party and who can be assumed to have a powerful ulterior motive, and invades India. As a result, a Sand Apocalypse happens.
Whole Episode Flashback: The Prince narrates throughout the game. This is because he's in fact narrating to Farah in the present time. The whole game is one big flashback, with the exception of the Final Boss, which happens right after the Prince finishes his tale.