Prince of Persia: Arabian Nights (Dreamcast) Gameplay

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Uploaded by on Oct 13, 2010

This is some gameplay footage of the Dreamcast port of Prince of Persia 3D.

Some of you may not be aware the Sands of Time was indeed not the first 3D PoP game. This one was developed by different developers, and plays a lot like the original Tomb Raider series. It has similar controls, and play mechanics to the TR series. I guess that's OK because TR took the concepts from the original PoP series and translated them into 3D, so Prince of Persia in 2D begat Tomb Raider in 3D which begat Prince of Persia in 3D. Even the new PoP series owes a lot to TR for showing how 3D adventuring is done.

As you can see this footage is cut short (no pun intended) by a trap I should have ducked under instead of trying to jump over it. Like TR, death means you have to reload your last save which can make for a lot of retreading familiar territory.

This game was only released in the US on the DC, so Pal gamers never got it unless you imported it. The PC version of Prince of Persia 3D did, however get a Pal release.

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  • He runs like he crapped himself.

  • @teh2Dgamer or you could you know... look at the fact that they were similar both in hardware and games to the previous generation so it would be moronic to consider it otherwise.

  • @Darkside2205 Yes they were. Learn you gaming history.

  • @DietSoap3 Not a lot of PS2 games used Bump Mapping, and only one game used it, and that was for a coin in Shenmue 2. However, when it comes to lighting, I like DC lighting, but PS2 lighting effects were better. It's particle effects were also way better. The PS2 was a particle effect beast. That was the one part of the PS2 power hype that was true. A perfect example is the rain in the boat scene in MGS2. Even the Xbox port of the game had slowdown in that scene (sloppy port though).

  • @teh2Dgamer When I say conceding, I meant admitting or really not arguing the fact. Lightning and particle effects mainly, reflection seems the same. I didn't even think of bump mapping as an effect.

  • @DietSoap3 It's not really me conceding that the DC had better textures, because it did, however, I'm just wondering what effects you're referring to?

  • @teh2Dgamer Hey don't get me wrong, I still thought the PS2 put out some pretty incredible looking stuff, it's just largely a matter of preference I suppose. It sounds like we're just gonna have to agree to disagree for the most part, as I've conceded the PS2 has better character models and terrains (in effect), and you've conceded the DC has better textures. We both clearly disagree on effects, but that's mutual and I don't see much changing, so I see no reason to push the issue.

  • @DietSoap3 PS2 Lighting, bump mapping, reflection mapping, particle effects, The PS2 has a clear advantage over the DC in effects. The PS2 also handled larger scenes, with more going on onscreen. The DC's textures looked better overall, but that's also not to say that the PS2 didn't have games with really good texture detail either. For an early example, look at FFX. Not quit as detailed as DC games in textures, but better character models, and still nicely detailed textures.

  • @DietSoap3 The special effects capabilities of the PS2 were way better than those of the DC. I loved the vibrant colors, and detailed textures of the DC, don't get me wrong, but when it came to all the other effects like lighting, reflections, particle effects, and whatnot, there really wasn't a comparison.

  • @teh2Dgamer Yes, 99% is the way I see it. And yes, the PS2 had more power, but not much to be honest, and I strongly disagree in regards to effects, that's one area I really felt the DC had a clear and cut edge. I agree with you on the percentage of power bit though, it's just an interesting tidbit and I don't think many people have heard. And maybe not, but probably more than you think as well.

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