10 Video Game Moments That Were Utterly Patronising

3. Changing The Story - Prince Of Persia

Groose Skyward Sword
Ubisoft

Prince of Persia: The Sands of Time was developed and published by Ubisoft back in the fall of 2003, and was the perfect shot in the arm reboot for a series that had been dormant since the '90s.

The game revolves around the story of an unnamed Prince who is tricked into turning the people of Azad into hideous monsters; working with a princess named Farah, players take control of Prince and attempt to resolve things through the game's platforming, fights against the monsters created by the sand and the time manipulation features.

Because the game is told by the Prince and shown his through his own eyes, Ubisoft came up with the ingenious idea to work around players dying whilst maintaining their immersion by having the Prince simply palm each and every death off by retorting phrases like: 'No, that's not how it happened'.

It's an undeniably original tactic, but one which skips over the important lessons in life around owning up to mistakes and analysing where things went wrong by simply making light of each death a player accrues.

There's also a real sense of being patronised when the Prince is constantly quipping about how badly a player is telling his story by constantly dying mid-story.

 
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Horror fan, gamer, all round subpar content creator. Strongly believes that Toad is the real hero of the Mario universe, and that we've probably had enough Batman origin stories.