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And after realizing they now nearly had the edgy hat-trick of violence, swearing, and T&A, Ubisoft’s artistic directors gave the two women in the game absurd proportions and exceptionally skimpy clothing.
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To complement this newfound blandness of character, Ubisoft hired a different voice actor for the Prince, one more capable of capturing that throaty edge so often needed to deliver the full force of childish profanity. His constant flight from the Dahaka has transformed him into a stereotypical grim and brooding antihero, one better suited for the grim and brooding violence of the new game. Hunted by an unstoppable force of nature, the seemingly invincible Dahaka, intent on claiming his life because he was supposed to die during the events of the previous game after unleashing the Sands of Time, the Prince has lost his glib joviality the man we meet at the beginning of Warrior Within is harried and callous. Warrior Within takes place seven years after the events of Sands of Time. And by golly, they committed to earning that M-rated badge of honor to suit the increased violence. However, Ubisoft seemingly decided that the first game’s whimsical, adventurous tone was ill-suited to the increased violence, so they needed something darker, rawer, grittier. Warrior Within‘s combat was frenetic and gory the Prince could finish his enemies with a variety of fatality moves, spraying sand and viscera across the scene. If you privileged a more cavalier assault, you could wield twin axes and unleash a devastating stream of combos. If you wanted to focus on speedy stealth skills, you may favor keeping only a dagger in your right hand, freeing the left for choke-holds and arm-bars. The Prince was given the ability to now wield two different weapons at a time, and players could tailor their combat approach to suit their play-style. To compensate for this, Ubisoft, to their credit, recalibrated the entire combat experience for the sequel to Sands of Time, 2004’s Warrior Within. It was serviceable, and the ability to slow down or speed up time added a bit of novelty, but it did feel a bit undercooked in an otherwise stellar experience. End-game skirmishes seemed to mostly consist of you vaulting over an enemy’s back and slashing it when its guard was down.
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You see, the weak link to all that Sands of Time did right was the combat. So how did Ubisoft capitalize on the good will generated by their landmark title? By making the most mid-2000s game possible. The game was bright and cheery despite its at-times catastrophic story events, and the Prince, the plucky, player-controlled character, was fun and endearing as he sought to undo the wrongs done to his father’s kingdom and to unravel the mystery of the Sands of Time. Upon its release, critics praised the game’s seamless transition from parkour-inspired wall running to time manipulation riddles to brief fights with rabid sand monsters, all set against a gorgeous backdrop of Persian scenery and a lush, folk-inspired soundtrack. The first game in that series, 2003’s Sands of Time, set the bar for immersive action-adventure games, blending impossibly tight 3D platforming with sporadic melee combat and environmental puzzle-solving elements to create an engrossing experience that wouldn’t feel out of place in the Shahnameh. What do the kids like today?”Īnd so it was that Godsmack became the public face of heavy metal in 2004.īefore watering down their successful formula with trite rehashes of the Assassin’s Creed franchise, acclaimed video game publisher Ubisoft created one of the most enthralling gaming experiences ever in the Prince of Persia trilogy for the Xbox/PS2/Gamecube console generation. Soulless Executive 3: “Got it! We’ll water down the excellent ‘Eastern’ soundtrack with some aggressive radio rock. Soulless Executive 1: “Good, but we still haven’t quite made things edgy enough.” Soulless Executive 2: “I know! Kids these days like antiheroes with zero personality, right? Let’s make the Prince, our titular protagonist, really dull and brooding.” Soulless Executive 1: “Hey gang, how do we improve upon Prince of Persia: The Sands of Time, one of the most critically-acclaimed games ever and a revolutionary title sure to shape the course of 3D video games for the next decade?”
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Scene: A Ubisoft executive suite in a high-rise somewhere in Montreal on a chilly morning in November, 2003.