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8. LB's "PoP:WW" Review
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LB "Prince of Persia" Walkthrough
Table of Contents:
0. LB "Prince of Persia" Walkthrough Home
1. Introduction and Tutorials
2. Entering the Fortress
3. Activating the Water Tower
4. Activating the Mechanical Tower
5. Get Off the Island
6. 2nd Chance, Mask of the Wraith
7. Final Bosses
9. "PoP:WW" Strategy Guide Updates
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"Prince of Persia: Warrior Within" took a lot of heat for not being in the same strain as its predecessor, "PoP: The Sands of Time." "Sands of Time" was rated "T", didn't have very much blood or gore, and followed the story of an innocent young-adult Prince as he mistakenly opened up the Sands of Time. Ubisoft, publisher of the game, decided to take "Warrior Within" in a different direction. The game is rated "M", is full of decapitation scenes (of evil demons), spraying blood, and follows the story of a mature Prince who has lost his innocence and has a tormented soul after being chased by the guardian of the Timeline, the Dahaka, since he opened the Sands of Time and escaped his fate.
I really don't have a problem with the rougher, jaded Prince, or the more mature story line. I do think that Ubisoft made a mistake in making it an "M" game as they lost a good deal of their audience by so doing, still, I don't think that the game suffers from Ubisoft's harder edged approach.
That being said, "PoP:WW," is everything you'd expect in a sequel to the amazing, "Sands of Time." The environments are lavish, engrossing, and simply beautiful. The controls are solid and allow you to do almost anything within the environment including the classic wall runs, flips, ledge hanging, shimmying, swinging and jumping. Add to that the ability to use columns to spin around and attack and the ability to use tapestries (red curtains) to ride down long walls from high above.
Much of this game is based upon you entering a large room and figuring out how to get from here to there. This is the "puzzle" aspect of the game, although there are a few "classic puzzles" such as figuring out how to turn four rotating switches to get magma to flow where you need it. To get from here to there you need to use your brain, your patience and some courage. You are well equipped to get through each room but you do have to spend some time looking around, figuring out which bar leads to what ledge and what ledge to what beam, etc. This is fun, if you enjoy this type of puzzle solving.
Something that is new to "Warrior Within" is the ability to travel between two time continuums: Past and Present. This allows the game to take you to the same room in two different time periods. In the present, for example, a room might be in ruins from its age thus allowing you to climb up on certain rocks or ledges that weren't there in the past. That same room in the Past is pristine with platforms still in tact. This does add some depth to the game but I can't help but feel this is an easy way for Ubisoft to make the game longer without having to create new rooms.
The other major part of this game is the fighting. Prior to launch, Ubisoft focused heavily on the improved fighting system. If you enjoy learning dozens of combos and executing them properly based upon what the enemy is doing, then you'll love the fighting system. If you're like me and find the three or four combos that work best and stick to them, then you'll be fine as well. Point is, the fighting system allows you to get as in-depth as you want to and doesn't punish you for sticking to simple combos.
A big feature of the new fighting system is the ability to wield a secondary weapon. When enemies drop their weapons you can pick them up. These weapons include daggers, maces, axes, etc. You can also throw these weapons at enemies. The advantage of dual-wielding is that you can really whack on enemies and be relentless. The disadvantage is that you lose some of your vaulting and acrobatic abilities. The secondary weapons can only take so much use and you'll see your secondary weapon meter turn red and eventually go away when your weapon breaks. I, personally, am a big fan of the secondary weapon. If I had the chance to use one, I would.
If you haven't played "Sands of Time" then you may not know about the "time" features in "Prince of Persia" games. As you kill enemies or break open jars and barrels you gain Sand. Sand fills up your Sand Tanks. Sand Tanks power your "time" features. These inlcude the ability to rewind time by about 5 seconds (think TiVo), slow down time, or use any number of "time attacks" such as "Wind of Fury" which knocks all enemies in a certain radius to the ground. The most used feature, of course, is the Rewind. This is especially useful in a game like this where you need to test certain paths and sometimes fall to your doom in so doing. Well, that's not a problem, because you simply Rewind allowing you to retry the jump or wall run that killed you a second ago.
"Prince of Persia: Warrior Within" is a highly recommended immersive game. It is definitely longer and more complicated than its predecessor yet still contains the essence of that game; namely the huge, gorgeous environments. If you don't mind the gore and blood and simply put that aside in your mind, you have a great game.