Prince of Persia 2 (part 1)

Posted by DevilsAdvocate on Friday, October 21, 2005

Innovation, at least in terms of video game design, seems to be a topic many publishers love to discuss but few truly pursue. It might sound funny that I’d reference this topic, given I’m about to review what some have called a clone of one of the longest running franchises (Tomb Raider). However, Ubisoft’s first take on the side-scroller Prince of Persia was a rare treat.

I can only equate the success of their execution to that of the recent “Pirates of the Caribbean” movie in which the makers were able to take a popular, if somewhat 2 dimensional ride and turn it into a fast paced adventure with a fully fleshed out story to boot.


But that was last time, so what’s new this time around? For starters, even the box lets you know that the story has been given a darker update (the protagonist on the cover resembles Brandon Lee’s character from “The Crow,” with a little ‘Aladdin’ thrown in for authenticity). And by the time you finish watching the intro movies you can be sure this one IS going to be darker, as well as deeper.

\'Between a rock and a hard place\' has nothing on this .....
And this is the ‘nice’ part of town….

The beginning starts with the prophecy (that’s putting it nicely) of your demise, and sees the Prince vowing to defeat fate itself. You set out to find a way to travel back into time and prevent the events of the first game from ever happening, and thus erase your curse which says you must die at the hands of the Dahaka – a beast that devours everything it faces – for unleashing the Sands of Time in the PoP 1.

Aside from the well thought out, “edgy” story - the biggest improvements on the previous game are: 1) combat 2) level design and looks 3) inclusion of reoccurring ‘Boss’ character Dahaka.

1) Combat – You can now duel wield weapons with greatly different effect depending on the type of weapon you choose. Heavy maces stun opponents, swords will allow you to chop your enemies in half (or behead them), but all dual setups prevent you from grabbing enemies to strangle them (a personal favorite). Whereas wielding a single weapon opens up options for grab & counter moves – you lose the ability to perform the most spectacular finishing kills.

I could really use a third arm right now
So many weapons, so little time. Oh wait, I got plenty of time - I control it……awesome!

Whatever your ultimate preferred style becomes, the game presents you with the opportunity to test out each new move & weapon in a relatively safe situation (usually facing one or two enemies) to help you avoid frantic button-mashing – a technique that will get you killed quickly in later rounds. As a bonus, key strokes for all combo moves you learn – and there are dozens depending on weapon type & if you have one or two of them – are kept close at hand in game, directly off of the main menu. I was constantly impressed by the variety and ferocity of attacks I could deal out – and sometimes found myself wishing for more enemies just so I could perfect them all.

You need more Iron in your diet....
This guy gets to go “the easy way”

And the Red Queen\'s ....
Heads flying is just the beginning, wait till you see the ‘Evil Warrior Fillet’. Now thats good use of the combo

2) Level design – Levels were more expansive, less repetitive (in terms of stunt types required to pass through a particular level) and definitely better looking. While the original play mechanics of PoP are back, including wall running, wall flips, curtain slides, etc. - the levels have been constructed to allow you to enjoy all the Prince’s various animations and skills without getting the “Pitfall Harry” syndrome of “jump-Duck-Jump-Duck-jump”.

Lil help?
All those pull ups in high school gym are really paying off”

In addition, the levels are more flowing in their layout which serves to camouflage the fact that the game is mostly linear in its design. Also distracting the gamer from any feelings of being ‘on a track’ are the carefully crafted open environments and the additional camera views (1st and third person are available as well as the contextual Eagle Eye view to help solve tougher puzzles).


“Girls, girls !…..No fighting, there’s plenty of the Prince to go around.”

3) Dahaka – big, scary …… invincible? Sure looks like it – but hell, if you’re doomed anyway why not go down fighting?

The best way to fight him is...to not let him fight.
He’s no Collossus, but then again…he can’t be killed.

I’ll be back next week to give you just the eye candy – the best screens I can pickup on my way towards rescuing myself from the past with the help of my delorean…er, magic sands.

Don\'t move! Youve got a bug on you....
If there’s ever been a good time to turn back the clock, I’d say it was here

But don’t wait – I picked this game up for cheap (under $10 with my EB card) in the used bin. You probably will be able to as well (here’s the downside to the game) ; because the one thing about traveling back in time is – there’s really no replay value, you already know how it ends…..

4 Comments »

Comment by Steve D

10/21/2005 @ 10:28 am

Wow, looking at those screenshots, I’m amazed at the number of different shades of brown they were able achieve! That must have required some special new video card technology.

Comment by Tim F

10/21/2005 @ 1:57 pm

The fact that you wished for more enemies is proof enough for me that the combat has been improved over Sands of Time. You spent most of your combat time in Sands simply trying not to get surrounded and finding ways to take the enemy on one at a time.

I wasn’t sure whether or not this game allowed you to use the sands, but it’s nice to see that it does.

I have yet to play a game with better atmosphere than Sands of Time. The sound design, voice acting, and music really engaged me. These screens have me interested in Warrior Within. I’m gonna have to pick it up…

Steve - Brown is beautiful.

Comment by Jeff S

10/21/2005 @ 2:15 pm

I wonder what brown can do for me?

Comment by A J

10/21/2005 @ 6:35 pm

First off - anyone who has ben to ireland knows that too much of one color is never enough. Brown is indeed beautiful.

Secondly, next week I’ll give my impression of the overall game. the sand mechanics remainded intact (so far) - but the gems continure to be the voice and ESPECIALLY the music (as Tim mentioned).

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