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<title>| GameBump |</title>
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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Prince of Persia DLC Not Coming to PC</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/prince_of_persia_dlc_not_coming_to_pc</link>
<guid>http://www.gamebump.com/go/prince_of_persia_dlc_not_coming_to_pc</guid>
<comments>http://www.gamebump.com/go/prince_of_persia_dlc_not_coming_to_pc#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/10vt8cteyjpcpqb64ouv5utp.jpg" alt="" alignment="" border="0"></p>Here's a story for those of you who played Prince of Persia on the PC: <a href="http://news.bigdownload.com/2009/02/02/ubisoft-no-prince-of-persia-pc-dlc-for-you/">Big Download</a> is reporting that Ubisoft has chosen to release the game's upcoming DLC pack, which continues the storyline, only on the 360 and PS3.<br><br>From Ubisoft's community manager via the Ubisoft message boards:<br><br><div style="margin-left: 40px;">"Unfortunately for business reasons we won't be seeing any <em>PoP</em> DLC appear. Sorry guys!"<br><br></div>While unfortunate for PC gamers, the expansion will make its way to the Xbox Live Marketplace and Playstation Network on February 26. <br>]]></description>
<pubDate>Tue, 03 Feb 2009 12:18:42 -0600</pubDate>
</item><item>
<title>GB Review: Prince of Persia (360)</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gb_review_prince_of_persia_360</link>
<guid>http://www.gamebump.com/go/gb_review_prince_of_persia_360</guid>
<comments>http://www.gamebump.com/go/gb_review_prince_of_persia_360#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/grk0k56xp27yn3e6x6aq3uks.jpg" alt="" alignment="" border="0"></p><br><img style="border: 0px none ;" alt="" src="typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT" alignment="" border="0"><br><span style="font-weight: bold;">Prince of Persia</span> is a reboot, re-imagining, re-everything of the
longstanding platform jumping/climbing/sliding franchise. As far as
reboots go, it's no <span style="font-style: italic;">Batman Begins</span> or <span style="font-style: italic;">Casino Royale</span>. It might qualify as
a <span style="font-style: italic;">The Incredible Hulk</span>. It's full of the basics (acrobatic maneuvering)
but with none of the frills. It's fun to play, but it could have
benefited from some gameplay experimentation and some play-testing to
remove some control issues and bugs. It's a short game, maybe between
10-15 hours, so it's definitely worth a rental.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br><span style="font-weight: bold;">Prince of Persia</span>, like <span style="font-style: italic;">Assassin's Creed</span> before it, is a
pseudo-historical acrobatic adventure game that could have benefited
from a few months of play-testing and polishing. Unlike<span style="font-style: italic;"> Assassins
Creed</span>, this more-or-less "reboot" of the Persia series doesn't suffer
from an impenetrable story or some of the unbelievably frustrating
elements that plagued last year's romp in the Holy land.<br><p></p><br>Comparing
this <span style="font-style: italic;">Prince of Persia</span> with the previous games, retroactively referred
to as the Sands of Time series, is a bit difficult as they feel almost
like they come from different genres. Sands of Time and its two sequels
could be referred to as puzzle games mixed with action games. The
puzzle element was built into the construct of the game itself. Often,
simply figuring out how to progress through a level was a challenge, as
wall-sprints had to be masterfully combined with wall-jumps and swings
and rolls. Between the challenges of overcoming terrain and
architecture were several battles against multiple foes. The battles
themselves were almost like puzzles; simple sword swipes would never be
enough, you had to combine acrobatic attacks and various superpowers.<br><br>This
<span style="font-style: italic;">Prince of Persia </span>is a different beast altogether. Here the puzzles are
almost entirely removed. While almost the entire game is spent
performing acrobatic feats such as running across walls and jumping
from poles to ledges to walls to (somehow) ceilings in order to
traverse otherwise-impassible areas, there is little challenge to
figuring out <i>how</i>. What you're supposed to do is always made
obvious by scrapes on the wall (apparently plenty of acrobats have been
through here before you), or the sheer lack of alternative. If you're
clinging to a pole and the only objects possibly within reach are
another pole and the pole you just came from, it's not hard to figure
out where to go. Even if you are hopelessly stuck, which I would
surmise to be impossible, with a simple press of the Y button your AI
teammate, Elika, can summon a floating blue orb that will mark the path
to your next destination step-by-step.<br><p><img src="http://www.gamebump.com/images/upload/q5jo2vft5fdzwtxokqz8mfw5.jpg" alt="" alignment="" border="0"></p><br>Yes, Elika. This feisty
princess acts as your guide, companion, and exposition dispenser
throughout the entire game. My initial concern was that this would turn
the whole game into one protracted escort mission (shudder), but I was
rather impressed how well the AI character was able to keep up, stay
out of the way, and fend for herself. If she's ever in your way, the
two characters will simply hop over each other or scoot around each
other, occasionally throwing in some cute banter. You never have to
worry about protecting her or taking a path that she wont be able to
follow. For a game like this, having a computer-controlled tagalong
that never becomes annoying is quite an accomplishment.<br><br>Elika
has a few vital functions, aside from providing the bulk of the plot.
Y'see, Elika has some unexpected (to her) powers that let her fly in
short bursts. The only gameplay implication of this is that it allows
you to double to distance of a jump the Prince makes by having her
catch you mid-air and give you a boost forward. This is novel, sure,
but not very interesting. Elika's other function, the thing that could
motivate philosophical discussions about this game is that she makes it
impossible for your character to die.<br><br>If you fall off a ledge,
miss a landing, or fall so far that the landing would kill you, Elika
swoops in with her blue sparkle-magic and catches you, bringing you
back to the last sturdy platform you were on. This sort of emulates the
effect of the time-reversing ability in previous games, where if you
made a mistake and plummeted to your doom you could just rewind time to
before you screwed up, but that ability had a meter on it and was
optional. If you were out of sand, or simply didn't care to muck around
with causality at the moment, you'd die like normal, and have to
restart from a save.<br><br>In this game, however, it is completely, 100% impossible to die. She will always save you. <br><p><img src="http://www.gamebump.com/images/upload/j6l8vxbmsm50ojkja7nwsac9.jpg" alt="" alignment="" border="0"></p><br>Some
say this makes the game too easy. I disagree, I think the lack of
challenge makes it too easy. What it does do is raise an interesting
question about one's stake in a game where death isn't an option. There
are other games, sure, where you can't exactly die, but none where you
cannot even fail. If in Prince of Persia if falling to your doom meant
a quick "you died" message and you were instantly teleported back to
where you were, would the game be different? What if dying meant having
to reload a save and wait a few seconds? Playing a game where you can't
die might make you feel powerful, but playing a game where you can't
even fail just feels meaningless. In a way, the only way to fail at
this game is to not complete it. The only way not to win is not to play.<br><br>It
probably seems like a favor to the player, a way of simply automating
the process of dying and reloading and saving them the frustration, but
I think the way it's executed is damaging to the experience. <br><br>A
penalty in a home video game will always be arbitrary, but time has
shown it to be essential to the process. We're like rats in a maze. If
we never get zapped and told we're doing it wrong, we'll never get it
right. Removing the possibility of death, or even the fleeting sense of
failure, could create an environment where the stakes of the game wont
matter, and the sense of immersion desired by the game designers will
be destroyed.<br><br>The only perceived penalty of screwing up in this
game is having to try again, which I suppose can be punishment enough
without the need to drag in the concepts of life and death. <br><br>I
haven't mentioned the fighting system, or even anything about the
story, I realize. This is because they left no lasting impression.
After completing this somewhat-short game, the only thing I really
remember about it is the running on walls and climbing up vines. The
story is basically a good-god vs evil-god tale based in a small part on
Zoroastrianism, an ancient Persian religion. The fights are unbearable
little segments where the game demonstrates how little it cares about
your sanity for the sake of insinuating some excitement into the title.<br><br>Yes,
this game boils down to wall-running and little else. I had fun while
playing it, and when I wasn't playing it I actually wanted to pick it
back up and continue (which is a rare thing for a game reviewer after a
few years). I think if the game had tried to add something new, or
tried to turn the tables partway into the story, it would be a better
game. <br><br>The problem I'm having, and one that could very well
cause me to re-write this whole thing, is that I rather enjoyed this
game but the only things I can think to write about are the negatives.
This is a well-made game, for certain. It's a major release from
Ubisoft, how couldn't it be? It's a nice, well-made, short game that
passed the time well enough for me and made me consider the nature of
reality. Worth a rental, I'd say.<br><br><span style="font-style: italic;">Prince of Persia</span> could have been much, much better if they had tried
something new instead of falling back on the old hat of acrobatic
climbing and swordplay. But perhaps it's best that they didn't try
anything new. Last time they tried something innovative, we got
<span style="font-style: italic;">Assassin's Creed</span>, a game of which the very existence I consider an
insult. I wished that game had dropped all the complicated nonsense and
just stuck to the acrobatic stuff. <span style="font-style: italic;">Prince of Persia</span> is a game that just
sticks to the acrobatic stuff. It's kind of like a Campbell's chicken
noodle soup game -- kind of bland, nothing creative or zesty thrown in,
but you can't say you don't enjoy it at the time.<br><br>]]></description>
<pubDate>Thu, 11 Dec 2008 18:20:24 -0600</pubDate>
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<title>E3 2008: Next Gen Prince of Persia Trailer</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/e3_2008_next_gen_prince_of_persia_trailer</link>
<guid>http://www.gamebump.com/go/e3_2008_next_gen_prince_of_persia_trailer</guid>
<comments>http://www.gamebump.com/go/e3_2008_next_gen_prince_of_persia_trailer#</comments>
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<pubDate>Tue, 15 Jul 2008 09:55:58 -0500</pubDate>
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<title>New Prince of Persia Confirmed, Haze Delayed (again)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_prince_of_persia_confirmed_haze_delayed_again</link>
<guid>http://www.gamebump.com/go/new_prince_of_persia_confirmed_haze_delayed_again</guid>
<comments>http://www.gamebump.com/go/new_prince_of_persia_confirmed_haze_delayed_again#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/m4crd408ujavzyshwgabgl3c.jpg" alt="" alignment="" border="0"><div><br><center style="font-style: italic;">Maybe I'll see you in 2008. Just maybe...</center></div></div><br>Following Ubisoft's announcement of its 2008 schedule, the company also confirmed that a new <a href="http://www.shacknews.com/onearticle.x/50911">Prince of Persia game</a> is in the works and should ship "within the next fiscal year" - that's April 1, 2008 to March 31, 2009. Don't be surprised if some of the awe-inspiring mechanics from Assassin's Creed pop up in that one, only this time we might get a real, complete game with a real, complete ending.<br><br>As for Haze, which has suffered various delays, delay-rumors, and delay-hints, the game has again been <a href="http://darkzero.co.uk/v4/games/news/13320">officially delayed</a> and could release during the company's 2008 fiscal year. In other words, it's possible that Haze won't see store shelves until 2009, though when it does launch it could be a major hit for the PlayStation 3, something the console desperately needs.<br><br>Fingers crossed.<br><br>]]></description>
<pubDate>Wed, 23 Jan 2008 13:19:17 -0600</pubDate>
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<title>Prince of Persia coming to XBLA?</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/prince_of_persia_coming_to_xbla</link>
<guid>http://www.gamebump.com/go/prince_of_persia_coming_to_xbla</guid>
<comments>http://www.gamebump.com/go/prince_of_persia_coming_to_xbla#</comments>
<description><![CDATA[<p /><p>According to Eurogamer, Prince of Persia Classic&nbsp;will be released&nbsp;on June 13 on&nbsp;Xbox Live Arcade.&nbsp; Previously announced by Ubisoft, the&nbsp;game&nbsp;&quot;features the same intricate level design, exciting swordplay, puzzle solving, and storyline from the original.&quot;&nbsp; Details regarding the pricing&nbsp;is unknown at this time.</p> Originally written by Solomon Lee]]></description>
<pubDate>Wed, 06 Jun 2007 23:20:00 -0500</pubDate>
</item><item>
<title>New Screens From Twilight Princess</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/new_screens_from_twilight_princess</link>
<guid>http://www.gamebump.com/go/new_screens_from_twilight_princess</guid>
<comments>http://www.gamebump.com/go/new_screens_from_twilight_princess#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.The original author is Evan Lahti.</i></p>
<p>Look below for 14 new images from The Legend of Zelda: Twilight Princess on the Wii. Arguably the &quot;must-have&quot; title for the console at launch, Link's latest adventure is said to capture a darker tone, much like Majora's Mask did on the Nintendo 64.
]]></description>
<pubDate>Mon, 06 Nov 2006 08:55:00 -0600</pubDate>
</item><item>
<title>Prince of Persia Joining The Wii Party</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/prince_of_persia_joining_the_wii_party</link>
<guid>http://www.gamebump.com/go/prince_of_persia_joining_the_wii_party</guid>
<comments>http://www.gamebump.com/go/prince_of_persia_joining_the_wii_party#</comments>
<description><![CDATA[IGN reports that an Ubisoft representative confirmed the development of a Prince of Persia entry for the upcoming Nintendo Wii.<br /><br />&nbsp;&quot;I can confirm that a game based on the popular Prince of Persia franchise is one of many titles Ubisoft has in development for Nintendo's Wii. At this time we can not provide an official date for the game or any additional information about it.&quot;<br /><br />Now we can all start wondering how they'll integrate the running jump, and standing around on pressure plates with the Wii controller.
 Originally written by Philip Palmer]]></description>
<pubDate>Mon, 07 Aug 2006 23:43:00 -0500</pubDate>
</item><item>
<title>Barbie Invades Activision, Games Releasing This Fall</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/barbie_invades_activision_games_releasing_this_fall</link>
<guid>http://www.gamebump.com/go/barbie_invades_activision_games_releasing_this_fall</guid>
<comments>http://www.gamebump.com/go/barbie_invades_activision_games_releasing_this_fall#</comments>
<description><![CDATA[As if the world just couldn't get enough Barbie, Activision Publishing (a subsidiary of Activision) has announced that it's signed a multi-year publishing agreement with Mattel; the agreement allows Activision exclusive distribution rights to any videogame based on the Barbie brand.<br /><br /><blockquote><em>The first five games Activision will distribute under the terms of the agreement are games based on Mattel Entertainment's upcoming movies, including &quot;The Barbie Diaries&quot; for the PC and Nintendo Game Boy Advance, and &quot;Barbie In The 12 Dancing Princesses&quot; for the Sony PlayStation 2 computer entertainment system, PC and Nintendo Game Boy Advance. Activision will also distribute titles based on some of Mattel's best-selling videogames from past years, including &quot;Barbie Fashion Show,&quot; &quot;Barbie and the Magic of Pegasus&quot; and &quot;Barbie Beauty Boutique.&quot;</em></blockquote><br />&quot;Barbie is one of the most recognized brands in the world and its video games have sold more than 15 million units to date. Activision is excited to partner with Mattel to expand this classic property to a new generation of consumers,&quot; said Dave Oxford, General Manager of Activision Publishing, Inc.<br /><br />&quot;We are thrilled to be partnering with Activision to distribute video games based on the wildly popular Barbie entertainment portfolio,&quot; said Matt Turetzky, Vice President, Marketing, Mattel. &quot;As industry leaders, both Mattel and Activision are committed to delivering quality products that will further engage girls with the Barbie brand and provide a premier gaming experience.&quot;<br /><br />All of the games mentioned are currently slated to release this fall.
 Originally written by Shiva Stella]]></description>
<pubDate>Wed, 24 May 2006 12:17:00 -0500</pubDate>
</item><item>
<title>Super Princess Peach Site Launches</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/super_princess_peach_site_launches</link>
<guid>http://www.gamebump.com/go/super_princess_peach_site_launches</guid>
<comments>http://www.gamebump.com/go/super_princess_peach_site_launches#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p>Nintendo has launched the official site for Super Princess Peach on the Nintendo DS. The site is rather empty at the moment, but you can create your own Princess &quot;mini-mag&quot; if the mood strikes you. The game is slated to launch on February 27.| <a href="http://www.superprincesspeach.com/" target="_blank">Super Princess Peach</a> |
]]></description>
<pubDate>Mon, 06 Feb 2006 17:37:00 -0600</pubDate>
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<title>GH Review: Prince of Persia: The Two Thrones (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_prince_of_persia_the_two_thrones_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_prince_of_persia_the_two_thrones_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_prince_of_persia_the_two_thrones_xbox#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal"><em>Sands of Time</em> reintroduced us to a new Prince of Persia - an
innocent soul oblivious to the destiny that was about to unfold before him.
<em>Warrior Within </em>continued the story, but the Prince was a changed man - bitter
and angry not only at himself for unleashing such a horror, but at the heavens
for causing him so much anguish. The last game in the Prince of Persia sands
trilogy, The Two Thrones, has arrived, a year after the cliffhanger ending Ubisoft left us in
Warrior Within. Finally having come to grips with himself, he is once again a
changed man, but one for the better after going through the trials and
tribulations of the first two games. He sails to his home of Babylon
along with Kaileena, the Empress of Time. But, when he arrives, he finds it not
the peaceful city he remembered, but a city ravaged by war and strife.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Just as the Prince has learned from his mistakes and become
a better man, Ubisoft has learned from its mistakes and experiences with the
first two games to create a third game that will be a treat to fans who have
followed the trilogy. Sands of Time was lauded for its wonderful environmental
puzzles, some of which required the use of sand powers, while it was criticized
for its bland and repetitive combat. Warrior Within was praised for its new deep
combat system, but was hated for its new bitter characterization of the Prince
and too much focus on the combat. Two Thrones takes the best from both games
and creates a very well-rounded game that balances the exploration and the
combat all while adding a few new tricks.



<p class="MsoNormal">Those unfamiliar with the trilogy should know that
exploration and figuring out how to get from point A to point B is only half
the fun. I personally found these parts more satisfying than the combat, though
thats not to say that the combat is bad. The Prince is a very acrobatic
character  able to run along walls, up walls, swing on bars like a gymnast,
wall jump, as well as plant himself in small spaces to shimmy up or down. There
are times where youll spend quite a bit of time to scan your surroundings to
figure out where to go next.



<p class="MsoNormal">Making your way through the stages will feel like old hat to
veterans, though there are a few new wrinkles, so you may want to keep the
tutorial on the first time you play through. The first are wall-mounted dagger
plates. These relatively easy to see squares are places where you can dig you
dagger into the wall and hang there. Once youre hanging from one, you can
either jump up to another one or wall run to a nearby ledge  it all depends on
the situation. Seeking out dagger plates is actually a pretty smart thing to do
because if you see one, youll know you need to use it somehow to get pass the
area. The other minor change is that now the Prince can balance on top of the
rods that he formerly could only swing on. So, no more swinging from one bar to
another directly above you; all you have to do is treat it like a set of normal
ledges.



<p class="MsoNormal">Combat remains relatively unchanged. You still have a dagger
as a primary weapon. Secondary weapons can be picked up from slain enemies, but
they still have a limited shelf life as they can only take so much abuse before
breaking. You can also throw the secondary weapon and its still an effective
tactic on certain foes. And for those of you who have played Warrior Within,
youll be happy to know that the same combos from there work here as well.



<p class="MsoNormal">One of the largest changes to the fighting system is the
addition of speed kills. Speed kills are really just stealth kills, but with
some add twists. To initiate one, when you sneak up on a guard, the edges of
the screen with blur and youll hear a heartbeat. Once you see/hear that, hit
the Y button to start the speed kill. From here, the Prince goes into an
automated animation and its up to you to hit X whenever the knife flares a
bright blue. Speed kills start out rather simple, but later in the game, the
time window to press X shortens greatly so you better practice while the
practicing is good. Youll also want to be very good at speed kills because the
innovative boss battles will require the use of this technique. Some may not
like it, but its there and youre going to have to deal with it. Of course, if
you mess up a part of the speed kill, you could just rewind time with your sand
powers.



<p class="MsoNormal">The other biggest change in combat, however, is also a major
plot line  the mysterious appearance of the Dark Prince. Fans first saw him in
*spoilers* the ending of Warrior Within, proclaiming that what is yours is
mine *end spoilers*. As the Dark Prince, you cant pick up any secondary
weapons, but when your permanent secondary weapon is the lethal daggertail, you
wont want anything else. With the daggertail, the Dark Prince can hit enemies
from afar and in an area, and also use it for speed kills. Performing one of
those is a bit easier with the Dark Prince because all you need to do is mash
the Y button. The daggertail, however, isnt just used for fighting. Youll
also need to use it when exploring to latch onto jutting rods to help him cross
large chasms, or to grab onto a wall-mounted light to extend his wall run.
Youll also need to be quick about exploring as the Dark Prince because his
health is constantly draining. The only way to replenish it is to kill enemies
or find sand in boxes and vases that litter the stages.



<p class="MsoNormal">The sand powers return once again, but this wouldnt be part
of the PoP sand trilogy if he didnt have them. I already mentioned the recall
rewind ability earlier. The others include eye of the storm which slows down
enemies while you stay at normal speed (i.e. bullet time or matrix); winds of
sand, which unleashes a radial force of sand; and sand storm, which is an
upgraded winds of sand that can now instantly destroy enemies. Each of these
requires the use of sand tanks. You can acquire more sand tanks by sealing sand
gates. These gates are guarded by sand gate captains who can call for
reinforcements, so its in your best interests to eliminate him first before he
can shout for backup. If he does, be prepared to face off against at least four
foes at once.



<p class="MsoNormal">Graphically, Two Thrones doesnt look too different from
Warrior Within, but that isnt a bad thing since Warrior Within look pretty
damn good in the first place. The Prince is modeled well, especially with the
glowing left arm and the daggertail embedded in it. The new look they gave
Kaileena threw me off a little bit considering that she looks very different
from her Warrior Within counterpart. Farah also looks very different from her
Sands of Time version, but rightfully so because this is in a way a different
Farah than the one he met in that game.



<p class="MsoNormal">On the audio side of things, the music, thankfully now fits.
Instead of the choppy silence when not fighting to the blaring hard rock music
when fighting and back, what we have here is a set of beautifully orchestrated
pieces that flow relatively well between exploration and fight sequences. Im
glad Ubisoft was able to remedy that. The voices, though, stand out. Each
characters voice fits not only the look, but also the personality. The parts
were very well played, but the award for best voice actor has to go to the
Prince. With the Dark Prince residing within him, the Prince is constantly
talking to himself. And with them having different philosophies (the Prince
wants to be noble and help out those in danger while the Dark Prince is selfish
and wishes to dominate the weak), there are plenty of entertaining and
sometimes downright hilarious conversations. One of the more memorable lines
comes during the first boss fight. If the boss happens to grab you (and the
boss is mighty large I might add), the Dark Prince will chime in with Aww I
think he wants a kiss. There are more memorable moments as you continue to
progress throughout the story.



<p class="MsoNormal">And that brings us to the last point. The story has always
been one the series strong points and Two Thrones continues that. The ending
does an excellent job of wrapping up the series and will leave fans satisfied
knowing that it has a definitive end.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">The only outstanding problems I had with Two Thrones were
the camera, the linearity and the odd spacing of save points.



<p class="MsoNormal">The camera isnt as big a problem as it can be in some
games, but it can hinder you in a fight, but more importantly is the fact that
you may not be able to see a certain rod or dagger plate that you need to get
to in trying to progress. If you cant find or spot it, then youre stuck
unless youre willing to go with the trial-and-error route. I found myself
having to do that in certain spots, but for the most part, the camera does a
fine job.



<p class="MsoNormal">When compared to Sand of Time and Warrior Within, Two
Thrones plays very much like a straight line. In fact, when two paths are
presented to you, you can bet that at the end of one of them is a fountain that
tells you that youre heading down the correct path and the other is a fountain
that will give you a life upgrade.



<p class="MsoNormal">Finally, the spacing of the water fountain/save points
strikes me as a bit odd. There are times when you can go forever without seeing
one and times when youll come across two after a few simple jumps. I just
dont get it.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Two Thrones takes the best of what Sands of Time and Warrior
Within had to offer  great environmental puzzles and exploration and a deep
combat system  and finds a way to balance all the elements to create one fine
game. Its a worthy addition to the Sands trilogy and does an awesome job of
wrapping up the story. Its a nice way for the Prince to bow out on this
generation of consoles and I cant wait to see whats in store for not only him
and the Prince of Persia series, but also for the rest of us.

&nbsp;<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9&size=20" alt="GAMEPLAY: 9" /> <br />
The great gameplay from Sands of Time and Warrior Within return with better balance and polish.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.7&size=20" alt="GAMEPLAY: 8.7" /> <br />
Little improvement over Warrior Within, but that game looked great in the first place.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.9&size=20" alt="SOUND: 8.9" /> <br />
Much better soundtrack than Warrior Within; superb voice acting, especially Prince/Dark Prince </p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.5&size=20" alt="FUN FACTOR: 9.5" /> <br />
Exploration, which is about 70% of the game, is awesome and  combat ainï¿½t too shabby either.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8&size=20" alt="REPLAY VALUE: 8" /> <br />
Multiple difficulties as well as art and video goodies that open up by accruing sand credits.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.8 &size=23" alt="TOTAL SCORE: 8.8" />

]]></description>
<pubDate>Fri, 06 Jan 2006 14:22:00 -0600</pubDate>
</item><item>
<title>GH Preview: The Legend of Zelda: Twilight Princess (NGC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_the_legend_of_zelda_twilight_princess_ngc1</link>
<guid>http://www.gamebump.com/go/gh_preview_the_legend_of_zelda_twilight_princess_ngc1</guid>
<comments>http://www.gamebump.com/go/gh_preview_the_legend_of_zelda_twilight_princess_ngc1#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Aaron Thomas.</p>
<p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>All you need to know about the buzz surrounding The Legend of Zelda: Twilight Princess, is that the line to play it is nearly four hours long. Fortunately, our tour with Nintendo started with Zelda, and I was able to play all four parts of the demo, logging almost an hour with one of the most anticipated games of the show. Since the demo was broken down into four separate parts, Ill talk about each portion on its own.
<p>
Toanu Village<p>
The game opens with the camera panning around a farm, and centers on Link, who is getting off of work early. Your boss tells you to call your horse, Epona, by blowing into a piece of grass. Of course, the tune is Princess Zeldas familiar theme from Ocarina of Time. As you finish playing, Epona comes barreling out of the barn, and you hop on to wrangle some animals into the barn. This teaches you the basic mechanics of riding Epona, and is quite fun. You basically circle around a few of the twenty goat-like animals, and hit the A button to whoop and send them scampering towards the barn. After you finish, your boss shows you how to clear jumps with Epona, which is as simple as pressing A to get some speed, and letting the computer do the rest. A girl named Ilia, whose father is the mayor yells at you for injuring Epona by performing jumps, and you are scolded for being late to a meeting for which you are representing the town.
<p>
It was after making a few jumps that everyones favorite pastime, torturing chickens, from the SNES Zelda, came into play. You can grab a chicken, lift it over your head and then run and jump off a ledge to glide down to the ground. Of course, you dont have to use the chicken for something useful; you can just toss it around, but beware the wrath of angry chickens. This portion of the demo concludes when you help a pregnant woman retrieve her babys basket, which is floating down the river. I didnt get to finish this last part, unfortunately.
<p>
Horse Battle <p>
The Horse Battle takes place a few hours into the full version of the game, and opens with a scene of a young boy, that has been kidnapped and tied to a pole. The pole is attached to the horse, which is being ridden by a quite nasty looking villain. Of course, Link is there to save the day, and hops on Epona to rescue the boy. The boss calls for reinforcements, who surround Link, swing swords, and shoot flaming arrows to keep you from the fleeing Boss. You can knock them off fairly easily with your sword, but you also must use your limited spur meter to speed up and attack the boss at the same time. 
<p>
This battle is quite tense, and while not terribly difficult, does require quite a bit of concentration. When I struck what I thought to be the final blow, I noticed how hard I had been gripping the controller, and eased up a bit. Little did I know, I was about to have a head to head confrontation, where both Link and the boss charged at each other while riding across a bridge. I rode straight for as long as I could, turning to the left at the last instant, and just landed a blow that knocked my foe off the bridge, no doubt to his death. The camera panned out, showing the silhouette of Link and Epona against the backdrop of a setting sun. 
<p>
Forest Temple<p>
The Forest Temple felt quite a bit like one of the temples in Ocarina of Time. It was here that I got the boomerang, mapped it to whatever button I wanted, and immediately took out some pesky spiders that were impeding my climbing. The basic battle mechanics are introduced here, and they are very, very similar to what was found in The Wind Waker, and Ocarina of Time. There is a new finishing move, which is performed by pressing the attack button when a foe is near death. The game actually prompts you to do this, but it doesnt seem like the prompt will be there in the final game.
<p>
 As you make it through the Forest Temple, one of the suspension bridges collapses, leaving you stranded. A chimp-like creature comes out, and you learn that you can help each other out. The chimp can hang from the ropes that cross the chasms and catch you as you leap, swinging you to the other side. Youll have to let a few more of the creatures out of their cages in other parts of the temple, in order to have enough of them to cross the biggest gap. Jumping is automatic, and Link will jump when he gets to a ledge, just like he has done in the last few games. You also learn to perform the roll maneuver, which will help you dodge attacks, and in this case, allows you to roll into a pole to knock a caged chimp off. I also spent some time smashing pots to get hearts and rupees, and also wasted a few minutes chopping some of the tall grass.
<p>
Temple Boss<p>

The Temple Boss was the last of the four part demo, and featured Link against a plant-like creature, who then gave way to a sort-of demon. Using the boomerang, you could target bombs that were set on platforms surrounded by lava, and then target the boss. After holding down the button long enough, the boomerang charges up, unleashing a tornado that picks up the bomb, carrying it to your second target, and blowing it up. Things get a bit more complex as the next set of bombs are being carried by a chimp, who is swinging back and forth across the screen. You have to target him, lock on with R, and then target the boss, again unleashing the tornado. As he is hit with the bomb, he falls forward, and you must rush towards him and slash at his head. After repeating this process a few times, he dies in grand fashion, leaving just his giant eye on the ground. The game then thanks you for playing the E3 2005 demo, and fades to black.
<p>
Its no secret that people have been clamoring for a realistic looking Zelda, and Twilight Princess delivers a visual style that will certainly please anyone. The graphics are crisp, and feel like a naturally evolved version of the Nintendo 64 titles. Theres no voice acting in the game, but there are the grunts from previous Zeldas when you being a conversation. 


<p><br /><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/>
<p>
Legend of Zelda: Twilight Princess is poised to be a great last hurrah for the Nintendo GameCube. The game was a blast to play, and didnt seem to disappoint anyone  even the people that only got to play for 10 minutes after waiting for four hours. You cant find another game on the show floor that can do that.
]]></description>
<pubDate>Thu, 19 May 2005 19:49:00 -0500</pubDate>
</item><item>
<title>GH Review: Prince of Persia: Warrior Within (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_prince_of_persia_warrior_within_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_prince_of_persia_warrior_within_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_prince_of_persia_warrior_within_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p>

<p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>





<p> 





<p>Last year, Prince of Persia: Sands of Time swooped in under
the radar and became a surprise hit.<span>  </span>



Its
great narration and story, beautiful environments, and refreshing gameplay were
just a few of its highlights.<span>  </span>



However,
many gamers complained about Sands short length and repetitive combat.<span>  </span>



Ubisoft heard those complaints and sought to
address them in their latest Prince game, Prince of Persia: Warrior Within.<span>  </span>









<p> 





<p><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>





<p> 





<p>Picking up where Sands left off, the darker toned Warrior
Within has our prince running from a time demon known as the Dahaka because he
had unleashed the Sands of Time.<span>  </span>



The
only way for him to get the Dahaka off his back is to travel to the past to
kill the Empress of Time and prevent the sands from ever being created.<span>  </span>



This takes him to the Island



 of Time







,
where hell make his way through a castle, traverse a series of mysterious
caves, and stroll through a wonderfully detailed outdoor garden.<span>  </span>



The clever level designs from the first game
carry over to Warrior Within.<span>  </span>



These
environmental puzzles were a big part of what made SoT great, and its nice the
see that WW keeps the trend going.<span>  </span>



Odd
jumps, sliding down curtains, and swinging on ropes and horizontal bars are not
only cool looking ways to travel, they are necessities. 





<p> 





<p>While the island itself is quite large, its size doubles
because youll need to explore the island in two different eras  the past and
present  thus answering the gamers complaints of SoTs short length.<span>  </span>



This of course will change how the
environments look; some obstacles may force you to take different route in the
present than in the past because there may be say a large impassable tree that
blocks a previously travelable route.





<p> 











<p> 





<p>Some of the Princes time-controlling powers make a return
also, which makes sense since he unleashed the sands in the first game.<span>  </span>



The rewind ability to correct mistakes and
missteps, a fan favorite, returns, so no more complaining about oh man I
shouldnt have done that, let me reset.<span> 
</span>



His hyper-speed ability returns also.<span> 
</span>



All of his spells are not time related, however.<span>  </span>



Some of them can knock back or damage enemies
that surround you.<span>  </span>



Dont think that you
can abuse abilities, because their uses are limited by sand slots.<span>  </span>



And no, sand slots do not regenerate over
time, you must kill enemies or find sand refills hidden in breakable items that
are littered throughout the castle, which I must say are never in short supply.<p><br />With all these spells at your disposal, the combat,
thankfully, is the best and richest part of the game.<span>  </span>



Ubisoft heard the gamers complain about how
repetitive SoTs combat was, so they upped the depth tenfold.<span>  </span>



The number of combos the prince can pull off
is simply outrageous.<span>  </span>



When you bring up
the princes combo list, it feels like youre reading a list from a fighting
game  thats how deep this system is.<span> 
</span>



The fact that the prince can wield one or two weapons affects what
combos are available to him.<span>  </span>



When using
one sword, the prince has a variety of throws included in his combo set.<span>  </span>



When hes using two weapons, he loses the
ability to throw and grab enemies, but he can deal more damage in combos that
hit for more.<span>  </span>



You can also opt to throw
the secondary blade at an enemy for a chance to decapitate it, and the very
least deal some damage to it.<span>  </span>



But the
one thing you need to keep in mind is that the secondary weapon he carries in
his non-dominant left hand deteriorates the more you use it, so youll need to
constantly pick up new weapons from defeated enemies.<span>  </span>



Thankfully, they drop weapons very frequently
so if dual swords fit your style better, you wont find yourself at a loss too
often.





<p> 





<p><p>Controlling the prince during combat and exploration may
sound overly difficult from the description Ive provided, but its not.<span>  </span>



The combo list on the pause screen, and the
on screen hints on how to perform moves such as wall jumps and curtain swings at
the beginning of the game are extremely helpful.<span>  </span>



Youll find yourself orchestrating your own
air ballet within the first hour or so of the game.<span>  </span>



One of the best parts of the game is thinking
about which combo you want to finish off the next enemy with.<span>  </span>



You wont have too much time to think though,
because the enemies come at you in waves  and sometimes in rather large waves.





<p> 





<p>Lastly, there are the Dahaka chase scenes.<span>  </span>



These chases are so intense because they come
without warning.<span>  </span>



When the cutscene
signaling his arrival finishes, prepare to run and prepare your reflexes.<span>  </span>



As the Dahaka is chasing you, you must make
your way through a series of traps and hazards quickly and efficiently or
youre majorly screwed.<span>  </span>



The chases offer
a great change of pace and dont go worrying that the Dahaka will come out of
nowhere, because these are scripted events.





<p> 





<p> 





<p> 





<p>


<p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>





<p> 





<p>Prince of Persia








is a great game, but its far from perfect.<span> 
</span>



The gameplay skews a lot more towards combat than puzzle solving, which
may turn off fans of the more puzzle-oriented Sands of Time, myself
included.<span>  </span>



It feels like Ubisoft went
overboard in addressing the repetitiveness of SoTs combat system and neglected
the one part that made Sands such a great game in the first place.





<p> 





<p>The games darker tone is another issue fans of the first
game may have trouble dealing with.<span> 
</span>



Instead of the confident nobleman, we are treated here to an arrogant
brute that I found, and some others also, to be unlikable.<span>  </span>



And hearing him say the same arrogant remarks
as hes fighting got rather tiresome.





<p> 





<p>Warrior Within plays fairly linearly.<span>  </span>



Theres an on-screen map that tells you where
you need to go and what time period to be in, so you really cant get
lost.<span>  </span>



The problem with that map is the
lack of detail  it is so hard to figure out how to get to your destination
with that map alone.<span>  </span>



And if you do
somehow get lost, youll be stuck for a good long time.<span>  </span>



Because the game is linear, its always
either the right way or the wrong way, and if you happen to go the wrong way
thinking thats the way to go, youll find yourself wandering for a long time
before you realize your error.





<p> 





<p><p>As for the music, the only thing I can say about it is that it
feels so oddly out of place.<span>  </span>



When not in
battle, theres no music, but when combat is initiated, this generic heavy
metal music blares out of nowhere.<span>  </span>



And
at the conclusion of the last enemys death in a particular room, the music
slowly fades out and we return to the musical silence that accompanies the
princes exploration.<span>  </span>



Eventually, youll
learn to tune it out, but it wouldve been better had there been a soft ambient
track that played during the lulls.<span> 
</span>



Instead, the audio comes off choppier than anything else.





<p> 





<p>The frame rate also follows the musics cue for being
choppy.<span>  </span>



Never in Warrior Within did I
notice a truly smooth frame rate.<span>  </span>



Its
not noticeable when you first start the game, but the further you get into it,
youll slowly notice it more and more.<span> 
</span>



Its especially bad when there are a lot of things going on all at
once.<span>  </span>



This problem, however, is PS2
specific.<span>  </span>



I was able to compare this
version side-by-side with the GameCube version, and the GC version ran so much
smoother, and at every point in the game.<span> 
</span>



Continuing with the GC and PS2 comparisons, I also found that the GCs
version controlled a little tighter than the PS2s.<span>  </span>



Its not a game-breaking issue, but I could
definitely see a difference.





<p> 





<p>Lastly, there have been numerous reports floating all over
the web about programming bugs all over the place, many of them fatal to game
saves.<span>  </span>



The biggest one Ive read about
is the time portal glitch.<span>  </span>



If you happen
to enter a time-portal without activating it first, youll end up going to the
other time period and then become stuck in that time period because the portal
was never turned on.<span>  </span>



Another big bug,
without trying to spoil a major plotline, is that when a game is loaded up, you
will be controlling a different form of the prince.<span>  </span>



I can say for certain that both glitches are
real.<span>  </span>



That is just sloppy work from the
guys at Ubisoft.<span>  </span>



Maybe they shouldnt
have rushed this out to shelves.





<p> 





<p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>





<p><span>            </span>









<p>Despite some of its glaring problems, like the choppy frame
rate and the number of bugs, Prince of Persia: Warrior Within is still a great
action adventure game and a worthy addition to the Prince of Persia
series.<span>  </span>



The fighting system is deep and
robust, the environmental puzzles that made Sands of Time so great are still
evident, and though darker, it expands the story of series, as the ending
points directly at a follow-up sequel.<span> 
</span>



Fans of the series owe it to themselves to at least check it out even if
it falls short of SoTs greatness.<span>  </span>



Fans
of action games need to get their paws this to experience the Princes awesome
combos and ability to use his surroundings to his advantage.<span>  </span>



However, if you have the choice, go with the
GameCube version of Warrior Within  it runs smoother and controls a tad
better.





<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9&size=20" alt="GAMEPLAY: 9" /> <br />
The combo system is deep, with plenty of variety, thus eliminating mindless hack-and-slash monotony.  The environmental puzzles are platforming at its finest</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.5&size=20" alt="GAMEPLAY: 7.5" /> <br />
Its a pretty game, but the choppy frame rate hurts a lot.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 6.9&size=20" alt="SOUND: 6.9" /> <br />
It feels like theres only one music track, and it only plays during combat sequences.  Its nothing memorable.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.3&size=20" alt="FUN FACTOR: 9.3" /> <br />
Swinging on a rope, sliding down a curtain with your sword, then jumping down to decapitate an enemy is fun.  And thats just one way to do it.  Its like a choose-you-own-adventure book!</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 7.3&size=20" alt="REPLAY VALUE: 7.3" /> <br />
There are different difficulties to play on, and an alternate ending if you manage to find all 9 life upgrades.  Theres also some hidden artwork in chest scattered throughout the Island.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8 &size=23" alt="TOTAL SCORE: 8" />

]]></description>
<pubDate>Tue, 25 Jan 2005 08:42:00 -0600</pubDate>
</item>
</channel></rss>


