{"id":72996,"date":"2017-10-31T11:00:29","date_gmt":"2017-10-31T16:00:29","guid":{"rendered":"http:\/\/www.toiletovhell.com\/?p=72996"},"modified":"2017-10-31T09:41:45","modified_gmt":"2017-10-31T14:41:45","slug":"remember-when-godsmack-appeared-in-a-prince-of-persia-game","status":"publish","type":"post","link":"https:\/\/toiletovhell.com\/remember-when-godsmack-appeared-in-a-prince-of-persia-game\/","title":{"rendered":"Remember When Godsmack Appeared in a Prince of Persia<\/i> Game?"},"content":{"rendered":"
<\/div>\n

Scene:<\/strong> A\u00a0Ubisoft<\/strong> executive suite in a high-rise somewhere in Montreal on a chilly morning in November, 2003.
\nSoulless Executive 1<\/strong>: “Hey gang, how do we improve upon\u00a0Prince of Persia: The Sands of Time<\/em>, one of the most critically-acclaimed games\u00a0ever and a revolutionary title sure to shape the course of 3D video games for the next decade?”
\nSoulless Executive 2<\/strong>: “I know! Kids these days like antiheroes with zero personality, right? Let’s make the Prince, our titular protagonist, really dull and brooding.”
\nSoulless Executive 1<\/strong>: “Good, but we still haven’t quite made things edgy enough.”
\nSoulless Executive 3:<\/strong> “Got it! We’ll water down the excellent ‘Eastern’ soundtrack with some aggressive radio rock. What do the kids like today?”
\nAll\u00a0Soulless Executives:<\/strong> “Godsmack!<\/strong>”<\/p>\n

And so it was that Godsmack became the public face of heavy metal in 2004.<\/p>\n

<\/p>\n

Before watering down their successful formula with trite rehashes of the\u00a0Assassin’s Creed<\/em>\u00a0franchise, acclaimed video game\u00a0publisher Ubisoft created one of the most enthralling gaming experiences ever in the\u00a0Prince of Persia\u00a0<\/em>trilogy for the Xbox\/PS2\/Gamecube console generation. The first game in that series, 2003’s\u00a0Sands of Time<\/em>, set the bar for immersive action-adventure games, blending impossibly tight 3D platforming with sporadic melee combat and environmental puzzle-solving elements to create an engrossing experience that wouldn’t feel out of place in the Shahnameh<\/em>. Upon its release, critics praised the game’s seamless transition from parkour-inspired wall running to time manipulation riddles to brief fights with rabid sand monsters, all set against a gorgeous backdrop of Persian\u00a0scenery and a lush, folk-inspired soundtrack. The game was bright and cheery despite its at-times catastrophic story events, and the Prince, the plucky, player-controlled character, was fun and endearing as he sought to undo the wrongs done to his father’s kingdom and to unravel the mystery of the Sands of Time.<\/p>\n