When people talk about Prince of Persia, the first thing they almost always mention is the incredibly fluid, lifelike animation. And they’re right, it was groundbreaking. But that alone doesn’t explain why the game became such a massive cultural icon.
What truly made Prince of Persia special was how it defined the “cinematic platformer” genre. (Jordan Mechner had experimented with the idea earlier in Karateka, but on a much smaller scale.)
The game pulled you into an immersive world filled with deadly traps, scary falls, and movement that actually felt like it had weight and real physics. Every jump needed perfect timing; one mistake could send you plummeting to your death, yet it always felt fair and believable - nothing like the bouncy, cartoonish platformers of the era (who were fun in their own right but a lot less realistic).
The game wasn’t a simple left-to-right sprint either. You constantly backtracked, flipped switches, opened hidden passages, and solved the environment like an explorer or adventurer rather than a super-hero blasting your way through hordes of enemies. I found that it had thatIndiana Jones energy: part platformer, part puzzle, part exploration.
Even the sword fights stood out. Instead of frantic button-mashing, duels were a lot more tactical battles where you had to read your opponent’s stance, parry at the right moment, and strike at the right time. Brains mattered more than reflexes.
In the end, it was this rare sense of realism that set Prince of Persia apart. It had atmosphere, story, and brains. It’s no surprise the game helped inspire classics like Another World and Flashback. You could argue that Jordan Mechner wasn’t just making games but quietly (and maybe unknowingly) pioneering a more cinematic, mature side of the genre.
I don’t want to sound overly nostalgic or sentimental, but for me Prince of Persia (1989) was a massive reason why gaming in those years felt more magical than today.
@exQUIZitely@jispylicious Maybe it depends on the version, as I remember not having a lot of trouble at first but heard lots of people saying it was way too hard. What is weird, though, is that the sequel (Terror From The Deep) was released to be more DIFFICULT than the first. And boy, it's brutal!
“Kiss from a Rose” by Seal.
A genuinely great song that somehow became even bigger after BATMAN FOREVER (1995).
Still sounds as magical today as it did 30 years ago.
@Criminalsimpson Forwarded that to all my friends and family that would get the reference… all two of them. I wish I would receive something like this from anyone that would think of me when seeing this.
@exQUIZitely This was one of my first, but not acquired fair and square, I’m afraid. Lost countless of military units due to the copy protection quiz. Ended up knowing all of them by heart after a while.
@exQUIZitely Played the SNES version of it at a friends house, I could speak English at the day and was doing most of the translation while he was playing. We never got to finish it though. Maybe it’s time to give it another go.
Flashback (Delphine Software, 1992) is another excellent example of how powerful storytelling can be with almost no dialogue.
Many people back then (and even now) assumed it was a spiritual successor or sequel to Another World, but the two games are completely unrelated. Éric Chahi had no involvement. It was created by Paul Cuisset, who had previously collaborated with Chahi on Future Wars. That shared history probably explains the similar cinematic style and gameplay feel. Initially, I also thought they were related - in terms of timing it would have made perfect sense.
Like Another World, Flashback was remarkably cinematic for its time. It told its story through animated cutscenes and sparse on-screen text, letting the visuals and atmosphere carry most of the weight. Even today, those graphics and animations still look impressive. I find they have lost almost none of their class and charm.
The game was a huge success for the early 90s, selling close to a million copies and becoming a must-play title for many gamers of that era. I liked it a lot, but it never quite hit me with the same "wow, holy crap!" impact that Another World did. Maybe that's unfair - but you never forget your first love, after all.
SECRET ADMIRER was released 40 years ago today.
The film gave an early big-screen role to Kelly Preston, years before she became a major Hollywood star through films like TWINS and JERRY MAGUIRE.
THE SIMPSONS has been a lot of things over the years, but for many people it feels more like an old friend than a TV show. That’s why scenes like “Do It For Her” hit so hard. Beneath all the jokes and chaos, the show always understood what really mattered.
@dantemendes@ComuDoMega Jogos de PC eram “raros”, tinha que esperar alguém aparecer com o jogo e sabe-se lá de onde. Eu mesmo comprei dois, um amigo comprou um, e aí a gente copiava e trocava. Internet só bem depois. Já os videogames tinham locadora já nos 90, era mais “fácil”. Meu PC-DOS deixou saudade
@ComuDoMega Joguei muito The Lost Vikings em DOSas aluguei a versão de Mega por curiosidade. Salvo engano o Mode servia pra lançar a flecha do Baleog. Fiquei me perguntando como seria se ligássemos o jogo com o controle de três botões apenas…