
Prince of Persia®: The Sands of Time
One of the most influential action-adventure games of the 2000s, and it still holds up far better than the genre's nostalgia usually warrants.
GamerScout Verdict
A sharp, confident action-adventure that rewards patience with traversal puzzles and forgives combat that starts repetitive about halfway through.
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About Prince of Persia®: The Sands of Time
I've gone back to Sands of Time more than once, and each time I'm a little surprised by how purposeful it feels for a game this old. The entire adventure takes place within the palace of Azad over a single in-game day, and that tight unity of time and place gives it a clarity that sprawling modern open-worlds actively avoid. You play as an unnamed Prince whose impulsive decision to unleash the Sands of Time turns the palace's population into sand monsters, and the whole game is essentially an extended act of damage control, told in retrospect by the Prince narrating to someone we never see. That framing trick sounds like a minor flourish, but it threads a dry wit through the whole experience and makes deaths feel less like failures and more like the storyteller correcting himself. The core loop sits on two pillars: parkour traversal and time-manipulation combat. The traversal is where the game genuinely earns its reputation. Wall-running, pole-swinging, ledge-jumping and wall-to-wall leaping are all mapped to a control scheme tight enough that failure almost always reads as a player mistake rather than a slippery input. The palace architecture is designed specifically around these moves, so reading a room, spotting the intended route and then executing it cleanly produces a satisfaction that later open-world parkour games have never quite replicated at the same density. The Dagger of Time ties the two pillars together: collect sand from defeated enemies, build up power tanks, then use them to rewind time up to ten seconds, slow everything around you with the Power of Delay, freeze individual enemies with the Power of Restraint, or trigger the Power of Haste to blitz through a whole group in one burst. Because rewinding time costs a resource rather than a life, the game actively encourages you to attempt things, fail fast, and try differently. Combat is the weakest link, and that's a fair criticism rather than a dismissal. The move set for the Prince is acrobatic on paper, with wall-rebounds, vaults over enemy backs and chain combos, but the number of genuinely useful options in a real fight shrinks as the game progresses and enemies start blocking more of the flashy stuff. You can easily fall into a rhythm of dodge, stab, absorb sand, repeat. The fight sequences also tend to cluster enemies in arenas that slow the pacing after particularly good traversal sections. Companion Farah, who follows the Prince through most of the game and fires a bow at enemies, adds a light cooperative texture to both combat and puzzles, including sections where only she can pass through narrow gaps. She is a better AI partner than most games managed for years after release. On PC specifically, the version here is a port of a multi-platform game originally built with controllers in mind, and it shows. The camera can be fussy in tight spaces and modern XInput controllers need a community fix to handle diagonal input correctly. PCGamingWiki lists a well-maintained all-in-one patch that handles widescreen, controller support and the Direct3D upgrade in one go, and it is worth the five-minute setup before you start. The game itself runs around eight hours on a first playthrough, which has always been the loudest complaint. There is no padding here at all, which is either refreshing or disappointing depending on how you feel about short, complete experiences. The sequel trilogy continues from here, so the brevity arguably works in the series' favour as an on-ramp. For players who have never touched it, this is a genuinely well-constructed adventure that earned an 89 on Metacritic and still feels purposeful today. For returning players, the traversal mechanics and the time-manipulation system age far better than the combat does. Either way, the fundamentals are sound enough to justify the time.

Catch-all
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System Requirements
Minimum
- Note
- For an up-to-date list of supported chipsets, video cards, and operating systems, please visit the FAQ for this game at: .
- Hard Disk
- 1.5 GB available hard disk space
- Processor
- 800 MHz Pentium® III or AMD Athlon™
- Sound Card
- DirectX® 9.0 or higher compliant sound card
- Video Card
- 64 MB GeForce™ 3 or higher, or ATI® Radeon™ 8500 or higher, Matrox Parhelia™. (GeForce4 MX not supported)
- Supported OS
- Windows® 2000/XP (only)
- System Memory
- 256 MB of RAM
- DirectX Version
- DirectX® version 9.0c or higher
- Supported Peripherals
- ThrustMaster FIRESTORM Dual Analog 3
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Game Info
- Developer
- Kudosoft
- Publisher
- Ubisoft
- Release Date
- Nov 21, 2008
