All three games share lush environments filled with entertaining jump-‘n’-climb puzzles. The first two games have separate stories, which the third game tries to tie together with partial success. Basically, “Sands of Time” was tremendously influential and beloved; “Warrior Within” tried to cash in on its success; and “Two Thrones” tried to repair the damage.
“Sands of Time”: very stylish, with the emphasis firmly on a charming story. Excellent soundtrack. A story-based game, framed around puzzles, and broken up by occasional and very graceful combat intended more as a diversion than as a challenge.
“Warrior Within”: an action game, framed around combat challenges broken up by occasional puzzles. The combat is still fairly graceful, but with the emphasis firmly on bad-ass combo moves achieved by random button-mashing. Story? What story? The stuff about exploring the same environment in two times is pretty neat in principle, but leads to a lot of running backwards and forwards before you work out where to go and in which time.
“Two Thrones”: somewhere in between the two extremes; adds the option of using stealth to take enemies by surprise, but combat has now lost all its grace and stylishness. (And why is the Prince wearing so much mascara?) The game relies solely on the environments for its looks.
All three games suffer from consoleitis, the first game mildly (save-points; you are required to exit to the main menu in order to quit), the other two very badly (combat by random button mashing; unskippable animations at every opportunity; loading screens take as long as the animation does, not as long as the actual loading).