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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