Prince of Persia: The Sands of Time (PG-13)
Carmike 10, Chapel Hills 15, Cinemark 16, Hollywood Interquest, Tinseltown
It would be easy to go into Prince of Persia: The Sands of Time believing cinema to be dead. And easier still to believe that coming out of it.
Bear in mind, this is one of those movies in which time flows backward on occasion, in just such a way as to foster some hope that even the deadest of beloved things might be restored to life and to reassuring permanence. Also bear in mind that it is a very stupid example of one of those movies, not the least because it was based on a video game.
So of course the knee-jerk cinema purist will feel threatened and aggrieved. Well, he or she needn't. By inference, at least, Prince of Persia is a fine example of cinematic vitality. It reminds us of something that movies do very well, which is to avoid being adapted from video games, on account of turning dumb otherwise.
See? Here we are, with a hairy, hunky Jake Gyllenhaal and a pretty, pouty Gemma Arterton, in an epic adventure about a dagger that is also a time machine. Indeed, the sands of time are not metaphorical here; they are actual grains of sand, without which the dagger can't do its thing.
This seems important for the baseline level of subtlety it establishes, by which supporting performances from Ben Kingsley and Alfred Molina may charitably be measured. For that matter, with so many Brits around, including director Mike Newell, perhaps it was perfectly fair for Gyllenhaal to redress his not seeming very Persian by affecting the official adventure-movie British accent.
Prince of Persia does contain some concessions to movie storytelling of yore. It harkens, however clumsily, back to those romantic adventure serials that influenced George Lucas and Steven Spielberg to then influence a generation of video-game enthusiasts to shrug off the cultural dilution on display here. Thus, stock scenes of agile, impish street urchins scampering around Middle Eastern bazaars evolve into stock scenes of agile, impish warriors doing battle among computer-generated Middle Eastern rooftops, right before our jaundiced eyes.
Speaking of jaundiced, everything and everyone in Prince of Persia has a disconcerting golden glow. Has there been an epidemic of hepatitis? Is that what all this hostility really is about? If the protagonists seem too hesitant to kiss each other, coming close more times than is charming, maybe it's because they have real health concerns. Anyway, it can't be easy to make these two beautiful people hard to look at sometimes, but Newell has done it. And if his camera folk and editors tried to help, they didn't much succeed: The movie's full of weird framings and awkward cuts.
Which goes to show, paradoxically, that cinema can't be dead. Not while other media, like video games, continue trying to become cinema — in this case, by actually scripting in all those dull explanatory parts you'd normally push your controller button to skip over. Sure, Prince of Persia is watchable, but only as a game that's been rendered unplayable.
The costumes were amazing and added to the brilliant production.
The striking colors and textures are reminiscent of Southern Colorado and New Mexico. Lovely work.