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Old December 31st, 2003, 19:20   #1
Zapages
Prince of Persia
 
Join Date: Aug 2002
Location: USA
Posts: 1,106
New Interview Concerning Prince of Persia and details on left out Live Functions

Quote:
EGM: Should we expect another game in the series?

Yannis Mallat: Let's just say we'd be stupid not think about it!

EGM: In terms of atmosphere and storytelling, Sands of Time seems to have a bit in common with the PS2 critic's darling Ico. Are the similarities coincidental?

Yannis Mallat: Ico influence us, it's true. The game's environment ahs a sort of personality; it taunts the player. That's the same kind of feeling we strove for. Of course, we wanted to craft it our way, in our setting. We also wanted to depict a Persia that people don't know about. We didn't want to be cartoony, and we didn't want to be associated in any way with Aladdin."

EGM: How important was it for you to remain faithful to the Prince of Persia legacy?

Yannis Mallat: We had to stay true to the license, but at the same time, we hat forget about it. Because of the so-so success of Prince of Persia 3-D(Dreamcast), we knew that if we wrecked Sands of Time, we'd ruin the franchise forever. Of course, we needed to set the game in Persia, but we wanted to get rid of the Licensed mindset so we could come up w the best action game ever, whether it was called Prince of Persia or whatever.

EGM: What role did POP series creator Jordan Mechner play in the creation of Sands of Time?

Yannis Mallat: Among other things, Jordan wrote the story and dialogue. He built the realtionship between Farh and the prince0 one of the most important aspects of the game. We wanted an interesting heroine, not another hapless princesss in need of saving.

EGM: What happened to the online content originally planned for the Xbox version of the game?

Yannis Mallat: We planned on letting you play through the prison, then upload your gameplay sequence with a timing score. Another person wouldn've been able to watch your performance and then race your ghost. We also had a survival mode for fighting sequences. They're cool ideas, but we just couldn't get around the tech. constraints.
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