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Grand Theft Auto: San Andreas is a game for older consoles that has been ported to mobile devices like the Android, and this game has stood against time to provide an engaging experience that even modern games have a hard time matching.

This was the third game in the Grand Theft Auto trilogy that released on Playstation 2, And PC & Android so many younger players will probably have no experience with this game. It was quite an accomplishment when the game was released because it was so much larger in scale than any other open-world game at the time. The story is simple enough, and follows Carl Johnson, or CJ, on his quest to become a mafia boss. The main storyline alone takes up to 30 hours to complete, and there are tons of side quests along the way.

The game is something like Sim City, but for players who want to cause destruction and mayhem wherever they go. The player controls a single character through an open-world, and the area is ridiculously huge. The true genius of the game is in the details, and there are a ton of details. For starters, players can customize their character with a number of tattoos, hairstyles, and clothes. It's even possible to change the character's physique by making him work out or learn new fighting skills.

Vehicles are abundant in the game, and they are essential to reaching certain locations in the allotted time. There are 240 vehicles that the player can use, and those include everything from standard bikes all the way to fighter jets. Players can learn how to pilot these vehicles through training missions, which are basically side quests.

That is only the beginning of the side quests. The player can also play arcade games, go on dates, steal, fight gangs by assembling their own gang, and much more. There's so much to do that it literally can not all be detailed in a short review.

Those that have no interest in the main story and don't really want to complete the side quests will enjoy the rampage they can perform on the city. One of the biggest appeals of the GTA series is that players can enter the game and start destroying everything as a means of blowing off steam or venting frustration. This game provides the exact same freedom with tons of weapons and a huge map for destruction.

One of the downsides to the game is that the controls are a bit complicated on certain missions. Most of the game is fairly intuitive, and it gives tutorials on how to control things that aren't obvious. However, some of the missions that require unique tasks circumvent these standard controls and require some luck or extreme inherent skill to complete on the first try, but that's a relatively minor issue.



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The game is the fifth main installment in the Prince of Persia series, and the sequel to 2003's Prince of Persia: The Sands of Time. Set seven years after its predecessor, the story follows the Prince as he searches for a way to stop an entity called the Dahaka that is relentlessly pursuing him as punishment for his meddling with the Sands of Time. He travels to the mysterious Island of Time, where he attempts to prevent the Empress of Time from creating the Sands in the first place, hoping this act will appease the Dahaka.

Gameplay in Warrior Within builds upon that of The Sands of Time, adding new features, specifically, options in combat. The Prince has the ability to wield two weapons at a time as well as the ability to steal his enemies' weapons and throw them. The Prince's repertoire of combat moves has been expanded into varying strings that allow players to attack enemies with more complexity than was possible in the previous game. Warrior Within has a darker tone than its predecessor adding in the ability for the Prince to dispatch his enemies with various gory finishing moves. In addition to the rewind, slow-down, and speed-up powers from Sands of Time, the Prince also has a new sand power: a circular "wave" of sand that knocks down all surrounding enemies as well as damaging them.

Upon release, the game was generally well-received by critics, who singled out the improved combat, level design, story, and soundtrack. However, the radical shift in tone from its more light-hearted predecessor and the Prince's characterization garnered mixed reactions. Following Warrior Within, two more games set in The Sands of Time continuity were released: Prince of Persia: The Two Thrones on December 1, 2005, which is a direct sequel to Warrior Within; and Prince of Persia: The Forgotten Sands on May 18, 2010, set between The Sands of Time and Warrior Within



GAMEPLAY 



Much as its predecessor, Warrior Within is a 3D platformer centered on exploration and melee combat. The level design revolves around navigating treacherous environments with parkour and freerunning-styled moves. Unlike Sands of Time, the game world is highly nonlinear; the player would often return to already visited locations several times from various directions, often traversing time portals to visit the same places in the present and the past in order to find ways around obstacles which would be impassable in either time alone. Secret areas can be found and explored to gain additional health points and unique weapons, which culminates in discovering a weapon capable of inflicting damage on the Dahaka, unlocking the game's canonical ending. In addition to normal platforming, the game also features episodes where the Prince is chased by the Dahaka and must quickly navigate trap-ridden hallways to reach safety. The game's atmosphere has a distinctive darker and grittier theme, in contrast to the colorful palette of the previous game.

The game's combat system preserves aspects of the prior game's dual wield melee combat, while introducing new ones. While Sands of Time designates a sword as the Prince's primary weapon and the Dagger of Time as his secondary weapon, Warrior Within makes the sword his mandatory primary weapon, while requiring him to obtain and find a secondary weapon from fallen enemies or weapon racks in order to use one. With this added feature, this new combat system emphasizes a free-flow fighting style. The idea is to use the environment, fifty eight secondary weapons and the Prince's own acrobatic abilities to dispatch enemies with ease and aggression, complete with graphic violence effects that can be toggled in the in-game options menu. Two-hand fighting introduces numerous additional acrobatic combos to dispatch enemies with greater efficiency and brutality. Off-hand weapons have varying bonuses and penalties applied to the player's damage and hit points; they can be thrown at enemies to allow a limited form of ranged combat. Most also have limited durability and break after a number of hits, or after they are thrown as projectiles. Aside from bosses, the enemies are sand creatures of varying sizes. Unlike the Sands of Time, where rounds of heavy combat are interspersed with rounds of exploration, enemies can be encountered anywhere along the way, alone and in packs; some common enemies would respawn as the player revisits locations.

As in Sands of Time, the Prince possesses limited control of time with his Medallion of Time; the Sands can be used for more efficient combat as well as to slow down and even rewind time, allowing the Prince to retry ill-timed jumps or escape Dahaka's clutches.


          Development

Senior producer Yannis Mallat found The Sands of Time short, so the sequel would be three times longer,

hile being more fleshed out regarding level design and combat. For considering the powers of the Sands of Time were not so essential to the gameplay of the first game and thus were hardly used by players, the gameplay of Warrior Within would integrate them further with moments that required "specific actions to be done". The world would be more open-ended to give a higher degree of freedom, and the different time periods would allow for level design changes.[12] The team also incorporated some concepts and enemies that had to be cut from the previous game.[7] The Prince's ability to slide down drapes using his swords was taken from a suggestion from fans in the Ubisoft forums.[13] The free-form combat system, which allowed for both weapon switching and using the environment during combat, was born from the Prince's new persona as a hardened and skilled fighter.[14] An early plan was for the Prince to not have a main weapon, with an option to fight bare handed, but this was dropped. The attack animations also drew inspiration from the fight scenes of Jackie Chan.[8] Time-based powers were retained due to their central place in The Sands of Time, adding in further gameplay elements related to the Sands.[15] Considering complaints on the final boss of The Sands of Time, focus would be given on finishing with a proper climactic battle.[12] The team also included more actual boss fights, again due to feedback.[16] The expanded gameplay capacities of the Prince necessitated a redesign of the enemy AI and environments to both accommodate it and continue presenting a challenge to players.


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Prince Of Persia - Rival Swords ROM download is available to play for Playstation Portable. This game is the US English version at EmulatorGames.net exclusively. Download Prince Of Persia - Rival Swords ROM and use it with an emulator. Play online PSP game on desktop PC, mobile, and tablets in maximum quality. If you enjoy this free ROM on Emulator Games then you will also like similar titles Prince Of Persia - Revelations and Legend Of Zelda The Twilight Princess.


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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