The 2008 Prince of Persia was all about momentum. The world was split into multiple linear tracks connected by various hubs. Once you started down a track, it was difficult to turn back. Every obstacle along these tracks corresponded to a specific button: A allowed the Prince to jump (from poles, platforms, or a double jump midair), B allowed him to grab onto hooks, and Y allowed the activation of magical plates. Players had a small window of opportunity to hit the right button at the right obstacle to keep the Prince moving forward. Since every track was placed above a huge chasm if players missed the opportunity or hit the wrong button, the Prince would fall and have to start the track over. Many reviewers compared it to a rhythm game because the platforming relied so heavily on timing and on reading the environment ahead of you.
In the beginning of The Forgotten Sands, the game plays like any other Prince of Persia game from the Sands of Time trilogy. That is to say, it has a strong focus on environmental puzzles; the fun lay in figuring out where to go. But there’s also a subtle focus on momentum and reading the environment that builds throughout the game until the end, in which The Forgotten Sands plays more like a sequel to the 2008 reboot.