I have to disagree! Warrior Within is a very flawed game, but this is one of the (few) things I liked about it. It paired a plot twist with a gameplay twist! Plot-wise, the Prince was on a very tight schedule in order to meet his other self; game-wise, the player had to rush because of the Prince's constantly-depleting health.
Huh. It's (sort of) the other way around for me. I actually liked the game itself (I liked the additional challenge playing as the Sandwraith as well), but the plot-twist always felt very forced to me.
The Prince tries to prevent the Sands of Time from being created by travelling to the past. Then after facing so many challenges fighting his way through both the ruined palace in its present state and the glorious structure it once was, he realizes, his attempts at altering the present by altering the past were futile and that he himself caused the creation of the sands by travelling back in time. So far, so good. That felt consistent and - I thought -atmospheric. And then the game goes "But wait. All is not lost because -
it just so happens - that there is one object that actually lets you alter the past. And - get that -
it's also here in the palace that you're in right now."
I'm not even argueing on a time-travel-logic-level because the discussion in this forum made me realize how little I knew about different approaches, I just felt like the developers kind of pulled that item out of their sleeve to give the game a "good ending" and it screwed with the underlying message of the whole game: You can't outsmart your destiny.
I did play the game a couple of times. The first time when I was like fifteen, though. Maybe I formed an opinion too early. I don't know.