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Prince of Persia 2 On Store Shelves 50

The second game in the revival of the Prince of Persia series has made it to store shelves. Gamespot has a review available on the recently released hack and slash puzzle game. From the article: "while Warrior Within's new combat and satisfyingly long campaign improve on last year's game, the now darker tone falls somewhat flat compared to the storybook atmosphere in The Sands of Time."
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Prince of Persia 2 On Store Shelves

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  • Penney Arcade (Score:3, Informative)

    by Sylver Dragon ( 445237 ) on Friday December 03, 2004 @08:29PM (#10993288) Journal
    PA has a great review of PoP:WW, and a really funny comic on this.
    comic [penny-arcade.com]

  • Old news (Score:5, Funny)

    by codexus ( 538087 ) on Friday December 03, 2004 @08:43PM (#10993399)
    Prince Of Persia 2 was released about 10 years ago, it was a great game but it's a bit late to announce its release on slashdot.
  • by arhar ( 773548 )
    The original Prince of Persia game was released back in 1990 [geocities.com] and was one of the greatest games of all times. It featured THE best character animation to date. Good times, good times.
    • by codexus ( 538087 ) on Friday December 03, 2004 @08:51PM (#10993462)
      There was the original Prince Of Persia, its sequel Prince Of Persia 2: The Shadow and The Flame with better graphics, Prince Of Persia 3D, Prince Of Persia: The Sands Of Time and the finally the new one Prince Of Persia: Warrior Within.
      • You've obviously never played PoP 3d. Anyone who had would never consider it canon. ;)
        • Was Arabian Nights on Dreamcast the same game? What a piece of crap.

          Of course, Sands of Time quickly lost my interest after that stupid jump puzzle right after the giant bat carrying the hourglass cutscene.

          • but, that was like just in the beginning...
          • Saying you didn't like playing Sands of Time because of jumping puzzles is sort of like saying you don't like playing FPSes because of all the violence.
            • I should elaborate, since I was actually enjoying this game up to a certain point (with maybe the exception of fighting with the camera and its surprise angle changes). The issue actually revolved around poorly placed save points. In this case, the save spot before the really difficult puzzle was right before two retarded, unskippable cutscenes; one with the flying hourglass thingy and the other with the princess and the giant beetles.

              This meant you spent at least five minutes drooling as you waited for th
          • if you don't like platforming puzzles, its probably a good thing you stopped playing.
      • Great history skills, but I noticed something funny about your post. Lots of bing hoopy things. Remember that "of" is not capitalized in titles.
      • Tut tut, don't forget Prince of Persia: Arabian Nights [digitpress.com] for SEGA Dreamcast.
        • I didn't know that one. I'm not sure it should count though. From what I see on the web it wasn't meant to be a sequel to PoP and they added that to the title later. But thanks for the info!
          • Indeed Prince of Persia: Arabia Nights was not originally titled as an official sequel in the series.

            However, the game from the start was heavily inspired by Tomb Raider, which in turn is little more than a 3D iteration of the classic Prince of Persia game series. Then the publisher sought to license the PoP name for the game as the material was so very similiar. These coupled with the fact that the development team imagined this as a sequel and designed it as so makes it quite close to being as real a s
    • It featured THE best character animation to date.

      I do think they have improved character animation since 1990.
    • I respectfully offer this different opinion: the original Prince of Persia was a piece of uncontrollable crap that sacrificed any semblance of control accuracy for its animation system. Lightly tap the left button, and watch the prince awkwardly stumble over two tiles, make a little dance on the edge of a deep pit, and finally tumble in. Or fall victim to some other invisible death trap, which were scattered liberally through its screens.

      Like so many titles that are now happily remembered by elderly PC ga

      • ???

        prince of persia was highly regarded BECAUSE of the control system, you had to time your shit carefully and know beforehand what you were going to do, not just go blazing forwards sonic style. if it hadn't had the control scheme nobody would have remembered the game - and the newer pop titles would have been titled otherwise(and the setting maybe different too). it wasn't just a platformer, as a jump'n'run it would have sucked, but that's not what it was.

        and.. the colors didn't really matter, it was go
      • horrific control scheme (featuring numerous keys for different types of step, jump, or whatever)

        I'm not sure what game you played but my PC version of POP uses five keys: Up, Down, Left, Right, and Action (used to hang on to ledges, walk slowly, pick up stuff, and fight).
      • Didn't you know if you held down the ALT key that the Prince would take a controlled step and would inch up to (and not fall down) an edge?
      • Never figured out how to use the shift button, didja? Or was it the putting your sword away and jumping into the mirror that you were never able to figure out?

        Prince of Persia and its direct ancestor, Karateka, were fabulous. Hell, I still pull them up on the old ][e emulator from time to time.

        I bet you find the special effects in _Star Wars_ super-crappy, too.
  • I was actually really disappointed by this game... The combat is repetitive, and well, there is too much of it! The thing that I liked about Sands of Time was that there were so MANY cool rooms to try and navigate, and there was combat to give me a rest from the puzzle based rooms (very balanced if you ask me). Also, the 'banter' from the characters in the game during combat made my ears want to bleed.... Speaking of which, what's with the new prince, the prince from the first was a likable character, this
    • Before I start, I'll admit I haven't finished this game, however I fully plan to I just like to have my games last alittle longer then one day playing (ie i limit myself to x hours and day and actually do something else for a while).

      Combat is repetitive?, are you saying it wasn't in SoT? If I remember right there were basically only a couple types of monsters in the first, meaning that you either did a wall jump attack to knock them down and kill them in a total of 2 hits, or you could counter/jump over t

    • How far into the game did you play? Too much combat? Not enough rooms to navigate? Are you insane? If anything, this game's platforming/navigation/trap avoiding is far more difficult than SoT. The fighting/navigation seems pretty well balanced. I think the fighting sticks out so much just because you're not necessarily expecting it to be there (and be more like SoT).
  • by superultra ( 670002 ) on Saturday December 04, 2004 @05:19PM (#10997873) Homepage
    Ubisoft, in their rush to get the big numbers on the end of fourth quarter conference call, pushed out a number of A-rate titles in 2003 like PoP and Beyond Good & Evil in the midst of an extremely competitive season. Because these were neither well known franchises or sequels, none sold comparatively well.

    So what does Ubisoft do? Instead of admitting that their mistake was not in game design but in scheduling, they push their Quebec developer to redesign the game. This time, in Warrior Within, combat is the focus, not puzzles. The Prince is no longer naive, he's pissed at, presumably, something. Nix the tasteful ethereal mid eastern fuze guitar rock, sub straight up in your face grind rock. Because that's what the mainstream wants. Jagged. Edgy. Rough. Mean. GTA.

    Warrior Within is an excellent example of a company trying too hard to cater to this mythical "mainstream." But the best games are ones that pioneer game design, not play to the crowd. That's not to say that Sands of Time was the most creative thing since the invention of paper-rock-scissors, but rather that Sands didn't have focus groups dictating its design. Warrior Within obviously does, and it suffers for it. The reason for Sands' poor sales had nothing to do with gameplay, and everything to do with timing. This isn't surprising. Release something like the Sims, and instead of everyone emulating the creativity of the Sims, they emulate the gameplay.

    And it's happening again. I loved Sands of Time. But from what I've read of Warrior, it's not good enough for me to spend money on it right now when there are literally half a dozen must-own titles out right now. Even with their insistence of game redesign, I still would've picked Warrior up if they'd released it more strategically. The movie industry has learned that you don't stack it your Matrix on the same weekend as Phantom Menace, even if it is a better movie. You bide your time, and release your good stuff when there's room to breathe.

    • Ya I agree. It's really sad when that happens. It happened with Jak and Daxter too. It went from a nice fun platformer to a dark gritty (and boring) GTA-like Jak 2. I don't even know what's happened with Jak 3 since I've really lost interested...It's really a shame when game companies ruin a perfectly good franchise/game to try to be more 'adult'.

      Ubisoft made some good franchises over the last couple of years, but since then seem to be content in releasing sequel after sequel. Splinter Cell, Prince of Per

    • There is this myth that PoP:SoT didn't sell well. It's true that it was slow to sell at first, but it really picked up on word-of-mouth.

      From: Ubisoft posts solid year-end numbers [gamespot.com]

      "The company credited 3 million-plus-selling multiplatform titles as the primary boosters of the year's bottom line: Tom Clancy's Splinter Cell Pandora Tomorrow (1.7 million copies), Prince of Persia: The Sands of Time (2.4 million), and Tom Clancy's Rainbow Six 3 (2.2 million)."

      Since when is 2.4 million copies sold not good
  • I bought it. I (mostly) regret it. It's still got the game that I loved in SoT in it, but it's buried in a heap of garbage. Well, maybe not 'garbage', but it's certainly at least hidden under a pile of dirty laundry.

    I like how the opening sequence had a solid 5-second full-screen ass shot. I wonder what focus group thought that'd be tasteful?

    I mean, I can certainly *see* where the same talent that worked on SoT went. The art is very well done, the music is well done, the story is sorta well done, but
    • I understand people complaining about the clothing in the game and i think penny-arcades new comment puts it fairly well. Some of the ass shots etc really weren't needed, however i dont see why people complain so much about the "You bitch!" comment. It's not exactly foul language or anything and she did just cut his face, i dont think anyone in his position would have come up with something nice to say back. I dont see how anyone enjoyed the sword fighting in the original game, like i said earlier all yo
      • I dont see how anyone enjoyed the sword fighting in the original game, like i said earlier all you end up doing is using counter attack alot, meaning you block until they almost hit you and then hit e to retrieve them immediately.

        Funny, I played Sands of Time all the way through and hardly used counter attack at all. I basically used the jump slash, on the enemies that didn't pound you for it, and the wall-jump/attack, on those who did.

        Of course, that was still pretty repetitive...

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