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Review of Prince of Persia Classic on PlayStation 3 (PlayStation Network)

by Chucky Chucky photo Oct 2008
Cover image of Prince of Persia Classic on PS3
Gamefings Score: 7.5
Platform: PS3 PS3 logo
Released: 23 Oct 2008
Genre: Cinematic platform
Developer: Gameloft
Publisher: Ubisoft

Introduction

Prince of Persia Classic is a compact time machine disguised as a downloadable PS3 game: take the frame-by-frame, death-by-timer drama of Jordan Mechner's 1989 cult original, feed it through Gameloft's mid-2000s visual blender, and out comes a glossy, slightly smarter version of the same old trap-heavy heartbreak. The remake keeps the original level layouts and premise - escape the dungeons, climb the tower, save the princess before the 60-minute execution clock runs out - but dresses the whole operation in 3D-rendered art and a Sands of Time-ish sheen. If you remember the original as equal parts grace and cruelty, the Classic remake is here to remind you that both of those feelings age well, but costume updates do not change the core business model: you will fall, you will die, and you will try again because that fatal jump looked so good in the concept art.

Gameplay

At its heart, Prince of Persia Classic is still a test of patience, precision, and the deep suspicion that level designers are comedians with a mean streak. The remake faithfully follows the twelve-level structure of the 1989 original, complete with spike traps, guillotines, deep pits, pressure plates that would make any rational person suspicious of floors, and a timer that treats procrastination like a personal affront. You still get a sword on level one, and swordplay remains a tango of parries, slashes, and the occasional shove-into-trap tactic. The doppelganger subplot survives intact: jump through the magic mirror and enjoy the ghostly acquaintance that steals your potions and your dignity. Gameloft were thoughtful enough not to reinvent everything. Level geometry, trap placement, and the puzzle-platform DNA are recognizably original, which is a relief for historical tourists and a mild inconvenience for anyone hoping the remake would fix every tiny design cruelty from 1989. To modernize the experience, the Classic adds a couple of moves you won't remember from your first sleepless college night with the Apple II: a wall-jump and a few refinements to the sword controls. These are small but meaningful changes. The wall-jump breaks up some of the repetitive trial-and-error, allowing slightly more graceful recoveries when you misjudge a leap. The swordplay, meanwhile, feels cleaner; enemies still die when you whack their health bar to dust, but animation and hit detection have been smoothed so that duels feel like duels rather than rapid-button regret. The health and potion system is preserved, including little red potions that restore a health indicator and poisonous blues that do the opposite, plus the rare big potions that augment your max health or grant temporary hover abilities. The timer remains a meaningful mechanic: death doesn't reset the clock in most cases, so mistakes are compounded. That makes the game tense in the exact way the original intended and occasionally infuriating in a nostalgic, fondly abusive manner. Save options were modernized compared to the Apple II days, where save-anything meant you were a wizard; this Classic edition offers the kind of checkpointing and resume options players expect in 2008-era digital releases, which is merciful for anyone who has grown fond of showers and having a life. There are two additional modes: Time Attack and Survival. Time Attack is about optimizing the escape route while flirting with a panic attack induced by the game clock. Survival is about seeing how long you can not die while the game applies escalating chaos. Both modes add replay value, but neither hides the truth: this is a short game by modern standards. Completion of the main campaign should take players who know what they are doing somewhere between two and five hours. For everyone else it will be a bit longer, because the remake retains the original design ethos where the solution sometimes involves learning which specific bottle you wish you had not drunk. Controls translate reasonably well to the DualShock's layout. The movement feels deliberate: you are never a floaty acrobat, even with the more fluid animations; you remain a methodical, room-by-room problem solver. That deliberateness is core to the identity of Prince of Persia, but it also means players used to faster, twitchier platformers might find the pacing quaint. The PS3 version doesn't add convoluted extras; it polishes, nudges, and occasionally tucks the worst of the old level frustrations under a rug, which is to say it is still honest about being a product born of a time when games punished you for curiosity.

Graphics

The Classic's most obvious makeover is visual. Where the 1989 original used rotoscoped sprites to create eerily lifelike movement, Gameloft's remake uses 3D-rendered models and modern animation curves to evoke that same sense of human motion with more textures and fewer jagged pixels. The remake also borrows the Sands of Time art language: desert hues, ornate arches, and sunlit stone that looks like it could use a light dusting of anachronistic polish. This visual upgrade mostly works. The Prince's animations are smoother than the retro reference material, and environmental details make each room feel designed rather than merely functional. A nice touch is how some traps are telegraphed through set dressing: you can sometimes see, at a glance, that a floor smells like betrayal. Occasionally the 3D perspective muddies platform clarity. Because the game keeps a side-on viewpoint but layers in three-dimensional assets, depth perception can be ambiguous; platforms can feel like optical illusions, and there will be moments when you leap with the confidence of an optimistic goat and land with the regret of a politician. The remake's lighting tries to be dramatic and usually succeeds, but it also occasionally hides important ledges in tasteful shadow. Audio does the job without trying to win an award for emotional manipulation. The soundtrack borrows the epic but restrained themes that fit with the Sands aesthetic. Sound effects for clashing swords, crumbling floors, and the less dignified aspects of being skewered are serviceable. If you play with the volume up you will be compensated with an appropriate sense of peril; if you play muted you will still understand the level geometry, which is a good baseline requirement for a platformer remake. Overall, the graphics are the game's wardrobe change: the prince looks newer, the rooms look richer, and the cobwebs look like they were placed by an interior decorator who thinks doom should be tasteful. It improves visibility of character motion, even if it sometimes complicates spatial judgement.

Conclusion

Prince of Persia Classic on PS3 is a tidy experiment in sentimental restraint. Gameloft could have gone full nostalgia-fest or full reimagining, and instead they did something more interesting: they improved the coat buttons and left the engine idling. The original game's brilliance - the rotoscoped, almost human movement, the elegant level design, the cruel-but-fair traps, and that persistent sense of a clock conspiring against you - remain the star attractions. The remake's additions, like wall-jumping and smoother combat, are welcome adjustments rather than disruptive surgery. Time Attack and Survival modes add extra mileage for completionists and score-chasers. This is not a perfect package. The game's relatively short length and occasional depth-perception grumbles mean that players looking for a sprawling modern platform epic will be unamused. Purists looking for an untouched Apple II experience should still boot the original - the 1989 release is an important piece of gaming history. For everyone in between - people who want the original's clever level design without the pixel-induced eye strain - Classic is an ideal compromise. In the end, playing Prince of Persia Classic feels like being reintroduced to an old friend who learned a few new card tricks and found a new haircut. The conversation is familiar, the jokes still land, and occasionally the friend will push you into a pit to demonstrate the importance of vigilance. If you like concise, well-made platformers with a historical pedigree and the emotional range of a stopwatch, this is a respectable little package. Score: 7.5 out of 10. It won't steal the throne from modern blockbusters, but it will gladly pick up a dagger, correct your posture, and remind you how satisfying getting something exactly right can feel - provided you do it with enough retries.

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