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Wednesday, February 22, 2012

Prince of Persia: The Forgotten Sands(Mediafire)


The story within The Forgotten Sands is filled with some clever twists and turns as it unfolds slowly but steadily through dialogue between the Prince and his genie…as well as comments from an unseen narrator. All this happens as the Prince (that's you!) explores his palace and fends off the enemy infestation. In true Prince of Persia fashion, players can climb walls and ledges, run across walls, and spin off flagpoles to explore his surroundings. He's also a powerful swordsman, so expect to get in a few scuffles along the way.

The fights do play second banana to the exploration and puzzle solving, and if you're not big on controller waggling this game won't change your mind. Using the right hand motion for sword swinging and left hand for punching is a capable fighting system. There are special moves and combos to pull off, but by the time you power up the prince you'll probably just end up waggling both controllers together for the powerful "whirlwind" move.

The real hook in the Wii version is the addition of three unique powers. The first is the ability to conjure sand spires that send the Prince upwards, gaining him access to ledges that were out of reach from standard jumping and wall climbing abilities. The second is the ability to place magical hooks along the walls, turning pretty much any surface into a ledge you can grab. At first, these powers restrict their use to specific spots on the floors and walls, but deeper in the game you'll actually be given the freedom to place hooks and sand spires on pretty much any wall or floor: simply point the Wii remote at where you want them, and click. Very late in the game you'll earn the ability to cast a sphere around the Prince that will make him float in mid-air at the point you conjured it. This is a very handy power that gives players the ability to save the Prince from a punishing fall.


When you combine all three powers, you have the ability to create your own path -- you're no longer restricted to the specific line that's been laid out by the level designers. If you can figure a way to get from Point A to Point B without going the way the developer intended, go right ahead. Granted, by the time you do get all three powers the level designs are still laid out in a specific way that requires the use of the hook, spire, and sphere one after another, but it at least feels like you've been given freedom to do what you want.

These powers are a fantastic addition and work well to the Wii's strengths. The designers came up with something Wii-pointer focused that fits seamlessly within the Prince of Persia design. They even tore a page from the book of Mario Galaxy and let a second remote in: player two can help out by holding traps back or slowing them down, and they can even draw magical lines and circles to point out spots in a level to the main player.

Oh, there will be unfair deaths and infuriatingly frustrating moments in Prince of Persia: The Forgotten Sands on the Wii. This I cannot deny. Ever since the series moved from Jordan Mechner's original 2D design into the 3D world no one, not even Ubisoft and its incredible Sands of Time reboot, has ever been able to nail a seamless "works every time" control scheme for the Prince of Persia series. And the same can be said for The Forgotten Sands. I can't tell you how many times I screamed "oh, BS…" at the television when the Prince landed too close to a harmful wall and took damage, or simply leaped out into nothing and died when I was clearly pointing at a safe ledge to grab.

See video:


Mediafire link:
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