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Review
By:
Tim Mitchell |
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Developer: |
Ubisoft Montreal |
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Publisher: |
Ubisoft |
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# of Players: |
1 |
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Genre: |
Action |
| ESRB: |
Mature |
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Online Play: |
No |
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Accessories: |
Memory
Unit, Xbox Live |
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Date Posted: |
8-27-05 |
I’ve never been on such a roller coaster ride before a game was even
released. Prince of Persia: The Sands of Time was an
absolutely fantastic title and probably is still one of my favorite
gameplay experiences of all time. When the first details of the
sequel started to trickle out, I was quite excited. E3 2004, it was
one of my favorite subjects, even with all the other high-profile
games showing. But…as the release neared, something began to change.
There were impressions out there that the game was maybe too much
marketing, and not enough the magic of the first one. A little too,
as it’s been said…”Xtreme”. The new, darker direction that had
previously looked so promising now seemed contrived and ominously
generic. Frightened at having such a pure experience ruined, I’ve
avoided Warrior Within quite awhile now. Even as I put it in my
Xbox, I was haunted by the questions I’d had for months- would it be
a worthy sequel to the first? Or a clichéd mess of an action game
with no appeal whatsoever? Having just completed it, I am both
pleased and saddened to announce that the answer is…neither.

The new story builds nicely off the plot in the first game. If you
remember, at the end the Prince used the Sands of Time to rewind
time to before he even opened the hourglass. Apparently this
constituted screwing with fate, as he was supposed to die. So fate
begins hunting the Prince, in the form of a huge relentless beast
known as the Dahaka. Eventually, his quest for salvation from his
fate leads him to the Island of Time, where he hopes to go back in
time, prevent the creation of the Sands and thus free himself from
his death sentence. To do this he must confront the Empress of Time,
the ruler of the island. The story is fairly simple in the beginning
but actually grows interesting, mostly due to the interactions
between the characters. You never feel quite as close to the Prince
(or any of the other characters) as you did in the first game with
its constant monologue and conversations. But you can appreciate
them and the situation they’re going through. There’s a new love
interest, and while the relationship comes off as weak at first, it
becomes gradually more meaningful toward the end, building not off
their rare interactions but from the Prince’s empathy and feeling of
kinship with her. There are quite a few interesting twists in the
plot toward the second half of the game. Sadly, the dialogue is one
of the things that Ubisoft’s marketing got to. It’s shallow and
rarely lands, coming off as just corny. Of particular mention are
the cheesy lines the enemies blurt at you before, during and after
fighting. The worst are the ninja chicks that assault you constantly
and in several forms, all spouting off cheesy innuendos while they
attack you. Spare me, please. I really would have preferred if the
foes had stuck to generic grunts and growls like in the first game.
The dialogue is made worse by some sub-par voice acting. The Prince,
in his newfound, apparently boundless rage, now snarls and yells
with every swing of his weapon, even for such mundane purposes as
breaking some obstacles. He must really hate those jars and boxes.
The enemies are worse, most sounding ridiculous and highly annoying.
Some of their voices would be right at home on a Muppet. Sound
effects are decent, if not particularly remarkable. There are
swords, they clang effectively enough. The effects do a pretty good
job of fitting the period, especially all the gears and such, they
really do sound like ancient machinery. The new “hardcore” theme
carries on into the game’s music. While the previous game featured
an enchanting soundtrack built on a fusion of rock and Middle
Eastern themes, the latter is almost totally gone from the sequel.
It all sounds like some uninspired garage band jamming until the
drummer’s parents come out and yell at them. Maybe you like that
kind of thing, and that’s all right. But it doesn’t evoke the unique
and epic feel that the score of the first game did. That combined
with the overall lack of variety in tracks severely tempted me at
times to play the game with no music whatsoever.
It’s actually quite hard for me to compare graphics between the
first and second game, because the environments are so uninteresting
compared to the memorable vistas of The Sands of Time that they just
seem duller. While I can’t really say for certain if they look
worse, I can definitely say they don’t look better. You’ll be seeing
a lot of them too, sadly, since the design of the game will have you
backtracking through the same areas a lot. Animation is
fairly nice, complementing the large and diverse move set for the
Prince. But the game does show signs that it could use a little more
polish, the tragedy of a sequel pushed out in scarcely a year. The
Prince’s character model looks a bit blocky in the face at times, at
least for this late in the console generation. A disappointingly
large number of minor graphical and audio glitches rear their ugly
heads as well, from flickering textures to sound effects that get
stuck looping, spikes that get stuck in the up position and enemies
that hit invisible walls and floors, leaving bloodstains in mid-air.
The biggest and most touted change to the gameplay is definitely the
new combat system. It builds nicely on the moves from the first
game, adding some nice combos and finishing moves while also making
the variety of techniques more useful with some tougher enemies. You
can vault over foes, propel yourself off walls, swing around
pillars…there really are a huge number of options for dispatching
enemies. You’ll need them, because some of the fights can be truly
rough. Blocking is not the perfect defense that it was in the first
game; with enemies that can now break your block or trip you with a
sweep kick. There are even monsters that will explode when defeated,
which I admit didn’t make too much sense but they use it pretty
well. When faced with a new type of sand-creature-guard-thing you
will often be schooled a few times, but once you learn to adjust
your tactics to new foes it becomes easier, and you can progress
once more. My one complaint is that there was perhaps a little too
much emphasis on the Prince’s attacks and combos looking “badass”,
and as a result many of them are over stylized, so to do anything
requires leaving yourself open a second or two, a lapse the enemies
always jump at. When you’re just fighting one or two foes it’s not
bad, but it’s not unusual in this game to find yourself in a 6 on 1
engagement. Fighting under such conditions can take a good deal of
patience. In contrast to The Sands of Time, Warrior Within
features a number of challenging bosses that will require both skill
and careful use of time powers to defeat.

Thankfully, there are some elements that carried over well from the
first game. The platforming is largely intact, and as exciting as
ever. The puzzle element of it, sitting back to figure out how to
get through a room before actually doing it, is greatly diminished.
In its place rests an increased emphasis on the action-oriented
portions, dodging between spinning blades while running on the wall,
skin of the teeth stuff. It can make for a little frustration, and
the missing cerebral element is disappointing, but it’s still well
executed. You’ll miss the puzzle, but you’ll enjoy what’s still
there. You have a lot less sand to work with this time around, so
there’s less of a margin for error, and you will die quite a few
times. But the difficulty curve is not wholly unforgiving, just
enough that you have to really work at it.
Still, there was definitely an effort this time around to take a
fresh look at the Prince’s abilities; there are some fairly creative
uses of wall jumping and running to get through areas. Also of note
are the segments of the game where the Dahaka catches up with you,
and you must run for your life, often through some particularly
mind-bending corridors full of traps and chasms. Actually having to
move quickly does add a different tilt to the platforming, as you’re
forced to make decisions on the spur of the moment, evaluating the
environment quickly to determine the proper course. You’ll probably
have to try these unique sections a few times, but it’s rewarding
when you finally do reach safety. But the most interesting twist on
the gameplay comes about three-fourths into the game. Without
ruining the story reasons for it, I will say that something occurs
that leaves the Prince gradually losing health at a constant rate,
but also with self-regenerating sand tanks. This subtle change makes
for a fantastic twist on the gameplay, and you’ll find yourself
approaching every situation differently than you would before. I
have to give Ubisoft props for that one.
Highs:
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Good story that keeps you interested
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Great combat system with enemies that make you use it
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The wonderful platforming of the first game is still there, albeit
in a slightly different form.
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Boss fights, finally
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Dahaka chases and a mid-game shift in play style make for some good
variety
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Does a nice job of setting up for a sequel
Lows:
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Dialogue is horrible and the voice performances don’t help matters
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Generic music forgets the themes of the first game
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Lots of small and a few not-so-small glitches, most likely
resulting from rushing the game out so fast
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Way too much backtracking
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Prince’s moves stress style over substance, often leaving him open
for the sake of some flourish
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Less careful thinking and more hair-trigger reflex action to the
platforming. I’d have preferred a balance of both.
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There’s a right way to convert a series to a more mature mood, and
they missed that train.
Final
Verdict:
I believe, in the end, that there is still a team at Ubisoft that
wants to make great PoP games. And then…there are the marketing
guys, a group wholly separate from that descriptor. They tried to
take the series in a more mature direction, and there’s nothing
wrong with that. But Steel dominatrix outfits and yelling in rage at
boxes that, after all, have done nothing wrong, just comes across as
trying too hard. In fact, the end result is decidedly immature. If
you liked the first game, you can try this, and you will probably
end up enjoying it, as it has not completely forgotten its roots.
But I can’t say that you will absolutely love it, as I can with the
first game. And I can’t recommend in good conscious starting with
anything more than a rental.
Overall
Score:
7.8
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