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The Two Thrones is the sixth main installment of the Prince of Persia series, and the final chapter of the Sands of Time trilogy, but is not the last game to be set in its continuity. The story follows the Prince as he returns to his home in Babylon, only to find that his actions in Warrior Within have undone the events of The Sands of Time. The villainous Vizier is back from the dead and kills the Prince's companion Kaileena, absorbing the Sands of Time from her, which transform him into an immortal monster. Now, the Prince must work together with his past love Farah (whom he meets for the first time in this new timeline) to defeat the Vizier once and for all, while also struggling against his own Dark Prince persona, which is slowly corrupting him.
Upon release, the game received generally positive reviews, with praise for its story, characters, level design, graphics, combat and new speed kill mechanic, but the PSP and Wii versions reviewed significantly worse than the others. It was also a commercial success, selling over 1.5 million copies within one month of release. Following The Two Thrones, the series was rebooted a second time with 2008's Prince of Persia. The series returned to the Sands of Time continuity with 2010's Prince of Persia: The Forgotten Sands, which is set between the events of The Sands of Time and Warrior Within.
GAMEPLAY
The game combines exploration and combat. Both elements make use of the Prince's acrobatic capability and agility. Throughout much of the game, the player must attempt to traverse the palace by running across walls, ascending or descending chasms by jumping back and forth between walls, avoiding traps, climbing structures and jumping from platform to platform, making other types of well-timed leaps, solving puzzles and using discovered objects to progress. There are also a few on-rails sequences where the Prince must ride a chariot along a long stretch of road at a dangerous, fast speed, requiring the player to avoid obstacles and fend off enemies along the way.
During combat, many of the same moves vital to the player in other situations can be put to use to overpower enemies. An example is the ability of the Prince to jump off walls in order to strike enemies decisively. The player generally attacks enemies and blocks using a dagger, although other objects or factors, such as the Dagger of Time and its time-control abilities eventually prove to be critical to victory. The Dagger of Time can also be upgraded by disabling "sand gates" that enemies may use to summon reinforcements, which will increase the number of sand charges it can hold for its powers and eventually unlock two new abilities that consume multiple sand charges to damage or destroy multiple enemies at once. Continuing the freeform fighting style employed in Warrior Within, the Prince can also obtain secondary weapons from defeated enemies or weapon racks and use them in dual wield combat, with most weapons having limited durability and becoming unusable after a certain amount of hits, or after they are thrown as projectiles or dropped when the Prince turns into the Dark Prince. The Wii version of the 2007 port, Rival Swords, implements attacks with generic shakes of the Wii Remote and Nunchuk, with the former swinging the Dagger and the latter swinging the equipped secondary weapon.
In The Two Thrones, the Prince's acrobatic skills have improved and is now able to launch himself off walls at 45 degree angles at strategically placed vertical shutters, slide down chutes and balance on swinging poles, among other things. The designers have also improved the stealth system. Instead of merely being able to do more damage when striking without being seen, the game uses a Speed Kill system to provide a single opportunity to instantly defeat an enemy or two. To succeed in doing so, the player must press the attack button at certain times (with the number of required hits and the intervals between each attack cue depending on the target); failure to do so results in the target throwing off the Prince. The same system is also integral to dealing damage in some of the boss battles. Attacks against enemies feature graphic violence effects that can be toggled in the in-game options menu, but are removed in Rival Swords.
The Prince also develops a split personality, known as the Dark Prince, and this alter ego constantly bickers with him in his mind about right and wrong as just an inner voice for most of the time. At certain times, the Prince will automatically and physically transform into the Dark Prince, which the player cannot do at will. During these times, however, the Prince retains control of his body, and the player still has control over the character. When controlling the Dark Prince, the player loses the ability to wield a secondary weapon, instead using the "Daggertail", a bladed whip fused to his arm. This special weapon can slash enemies at mid-range and is critical to pulling blocks out of walls and grappling along torches or high bars to cross long gaps. The Dark Prince also constantly loses health as a result of the semi-transformation, with eventual death from the loss. He goes back to full health whenever he collects Sand, from either a monster or object. Also, his Daggertail has a different control scheme for speed kills, in which the player repeated
Development
While the gameplay additions of Warrior Within met with praise when the game released in 2004, its aesthetic changes were met with a polarised response. Many players requested a return to a Persian style for the music and the incorporation of original heroine Farah.[3] Production on The Two Thrones began in 2004 at Ubisoft Casablanca, starting in parallel with Ubisoft Montreal finishing work on Warrior Within;[4][5] the Ubisoft team had always envisioned The Sands of Time narrative as a trilogy following the Prince's growth as a character.[3] During early phases, it was alternately known under the working titles Prince of Persia 3 and Prince of Persia: Kindred Blades, the latter referring to the Dark Prince.[6][4] Different staff later cited poor technical performance and its dark tone as reasons why production was restarted at Ubisoft Montreal.[5][7] An Ubisoft Casablanca staff member blamed unspecified "internal issues" for the project's change to Montreal.[8] Ubisoft Casablanca retained credit for pre-production, and was attributed for the remaining aesthetic design.[6][4] The final production time at Ubisoft Montreal was estimated by level artist Erwan Davisseau at nine months, the shortest production time out of the three Sands of Time titles and the most stressful for the team.[5]
Much of the gameplay was redesigned from the Casablanca prototype, though climbing between two parallel walls and the associated stealth kill was retained in the final game.[7] The free-form combat style introduced in Warrior Within was retained, with some refinements and additions.[9] The Speed Kill was intended as the new gameplay twist to make The Two Thrones stand out from both its predecessors and other games of its genre on the market, along with the chariot sections.[3] A dropped gameplay concept was a "bloodlust" state that could trigger in combat and distort the Prince's vision, but test players found it obscured their objective and made playing the game too difficult.[10] The enemy AI was tweaked and expanded to match the Prince's expanded move set.[11]
Another addition was the Dark Prince, described as the negative aspects of the Prince given a will and form of their own. The aim was to present players with a scenario where the Prince is confronted with the Sands' corruption first hand after seeing it in others during previous games.[9] While the Dark Prince was teased during the canon ending of Warrior Within, the team were still unsure what the character would be, with him going through a number of aesthetic and character changes during production.[7] The Dark Prince character was influenced by unspecified elements of Islamic mythology.[12] The character also acted as a homage to a similar entity in Prince of Persia 2: The Shadow and the Flame.[3] The Dark Prince's health draining continuously was a contentious topic during production, eventually coming down to an "executive decision" with the acknowledgement that some players would find those sequences frustrating.[10] The shift between the Prince and Dark Prince was going to be player controlled, but the PS2 lacked the memory capacity for this function, so the transformation was limited to being story-related.[5]
The action drew inspiration from Hollywood and Asian action movies. No motion capture was used, with character animations being created by the animation team.[3] The artistic style of The Two Thrones was based on research photographs taken by the team in Morocco, with the building design based on Islamic architecture and "iconoclastic" art from the region.[12] This approach was partially inspired by its early development at Ubisoft Casablanca. The style of architecture, with different layers of habitation and flat roofs, gave the team more options for creating traversal points, in addition to making gameplay less claustrophobic by mostly moving out of the enclosed spaces of earlier entries.[6] The Prince was portrayed as a mature warrior able to hold his own, with his
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