Prince of Persia: Warrior Within is a video game and sequel to Prince of Persia: The Sands of Time. Warrior Within
was developed and published by Ubisoft, and released on December 2,
2004 for the Xbox, PlayStation 2, GameCube, and Microsoft Windows. It picks up where The Sands of Time left off, adding new features, specifically, options in combat. The Prince now 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 finishing moves. In addition to the rewind, slow-down, and speed-up powers from The 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. The dark tone, a
vastly increased level of blood and violence as well as sexualized
female NPCs earned the game an M ESRB rating.
Following Warrior Within, a second sequel and a prequel were made, expanding the Sands of Time story. Prince of Persia: The Two Thrones was released on November 30, 2005 and Prince of Persia: The Forgotten Sands was released on May 18, 2010. A port of Warrior Within was done by Pipeworks, renamed as Prince of Persia: Revelations,
and it was released on December 6, 2005 for Sony's PlayStation
Portable. The port includes additional content including four new areas
not available in the original release. On the 3rd of June 2010, a port of Warrior Within was released for the iOS. A remastered, High-Definition, version of Warrior Within was released on the PlayStation Network for the PlayStation 3 on December 14, 2010.
Much as its predecessor, Warrior Within is a 3D platformer
centered on exploration and melee combat. As in the prequel, the level
design revolves around navigating treacherous environments with parkour
and freerunning-styled moves. Unlike the prequel, 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 hit
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 combat system has undergone a revision and allows the player to
wield off-hand weapons in addition to the primary weapon. 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. 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 the prequel, the Prince possesses a limited control 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.
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