Mon. Jul 15th, 2024

The Sands of Time’ after years of speculation.

By b0oua Jun 13, 2024

The release of Sands of Time is finally going to take place, after years of postponements, speculations, and plans that did not materialize.

An uncomplicated teaser was used to get the audience to their feet in the auditorium where this year’s UbiSoft Forward was presented. The teaser featured a candle that does not burn but instead regenerates. Time is reversed, to put it another way. During the presentation, we discussed the most cherished installment of the franchise, which, of course, is also one of the most remembered and significant installments.

This is the reason why we had been waiting for years for this project, which has been put on hold and restarted on multiple occasions, to be confirmed. According to Ubi, the game has already moved on from the pre-production phase and is currently the subject of development. The subsidiaries Ubisoft Toronto, Ubisoft Bucharest, Ubisoft Pune, and E-Studio, which work together with Ubisoft Montréal, are responsible for carrying out this task.

One thing that we are certain of is that the game will be released in the year 2026. This is encouraging news for a game that has been in development for a long time and has experienced a lot of highs and lows. The game was first conceived by Ubisoft Pune and Ubisoft Mumbai, but it was put on hold due to a number of issues that occurred during the development process. This new edition of the classic appears to be in the process of being developed at this very moment.

UbiSoft has reminded the wonderful health that the franchise has by talking about the other two games that are active in the series. The fantastic game “Prince of Persia: The Last Crown” now receives free material, and in September, it will receive its first downloadable content. This revelation has been widely anticipated. And the semi-independent game “The Rogue Prince of Persia,” which, after two weeks of open beta, also adds a new biome to the game’s content.

A computer-generated teaser trailer for the remake of Prince of Persia: The Sands of Time was shown during Ubisoft Forward. The trailer featured a rekindled candle and the year 2026 as the launch year for the game with a brief appearance. The game has begun full production at Ubisoft Montreal (with the cooperation of co-dev studios in Toronto, Bucharest, Paris, and Pune), with the intention of remaining faithful to the original while incorporating current elements into the gameplay, plot, and other aspects of the game. We had a conversation with the Creative Director Bio Jade Adam Granger and the Game Director Michael McIntyre in order to acquire additional information.

During our most recent conversation about Prince of Persia: The Sands of Time, the project was still in the process of beginning to take shape. Since the last time we spoke, what has transpired in the past year?

Michael McIntyre: We have completed the pre-production phase of the game, and we are now in the full production phase. This means that we have constructed a miniature version of the game, which has enabled us to validate a number of our goals for the remake.

The Jade of Bio A. Granger, Adam: First and foremost, I became a part of the initiative! It’s funny. In the summer before last. Because it is a game that I played when I was a teenager, it holds a great deal of significance for me. Because I recall renting it from the video shop and playing it to the point of exhaustion, I consider it to be a foundational piece of my gaming experience.

Here in Montreal, we have assembled a team that is full of enthusiasm, and it is quite remarkable that we now have the backing of other Ubisoft teams from all over the world.

If you had to outline your general strategy for remaking Prince of Persia: The Sands of Time, what approaches would you take?

BJAG: Recreating a classic is something that I find to be incredibly thrilling and bold. What I wanted to bring to the table is the concept of “sanctify, respect, modernize, and add.” Therefore, we use these four pillars as the basis for defining everything that occurs within the game. For instance, if we take an adversary as an example, do we want to sanctify it and maintain it in its current form because it is so iconic? Do we want to show that we appreciate it by making some little adjustments? Is it something that is completely new, or is it something that is modernized, which is a bit more change? Everything that was there in the initial version is analyzed via that lens, in addition to some aspects that we would like to enhance; for instance, we are looking at the possibility of incorporating accessibility options.

There are some features that will remain the same, such as the wall run, which is now so well-known that we will make every effort to replicate it as closely as possible. There is also the dagger. The temporal powers, the atmosphere of the game, and the gameplay features that defy gravity are some of the fundamental components of the original recipe that we hold in high regard and revere. However, we bring things up to date, such as the design of the levels, and we significantly improve the amount of space that the planet occupies. In addition to that, we vary the difficulty a little bit more.

The example of warfare is one that comes to mind, MM. Many of the people that are playing today would consider the initial fighting to be extremely antiquated. Combat in games such as Prince of Persia has grown significantly in the 21 years that have passed since the release of that game. Additionally, certain titles that have been released in recent years, such as Dark Souls and God of War, have significantly improved the combat skills of even more casual players. In this particular domain, the introduction of modernity was very necessary.

However, there are certain aspects of the fighting style of Prince of Persia that have become immediately recognizable. One of them is the vault strike, which involves vaulting over an opponent and hitting them. Another is rolling onto the ground and stabbing an opponent who is prone in order to drain sand from them with the dagger. In addition to the feeling of combat as an acrobatic hero who is skillfully staying one step ahead of the horde that outnumbers him, there are moments that need to be kept visually and in terms of the tempo of the action.

This appears to be a fairly involved production for a remake, especially considering that the game is scheduled to be released in the year 2026. What are the factors that contribute to the extended development cycle?

From the time that the remake of Sands of Time was first conceived, the world of remakes has undergone a significant amount of change. Over the years, there have been a few major players who have unquestionably raised the bar. We made significant adjustments to the 3Cs (Character, Camera, and Controls), and we had to construct prototypes to ensure that our new controls would still seem natural when used with the previous gameplay. However, there are moments when we will need to make adjustments to them.

In terms of conceptualization, it is a little bit quicker, but in terms of production, there is no difference between making a remake and making an original game. Because of the amount of work, craftsmanship, and people that are required, we have brought in reinforcements from other studios to assist us in our endeavor.


By b0oua

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