The Prince was going to be Ormazd. Constantly trying to put Elicka off as a test of faith, that kind of thing.
Maybe he is. Since he doesn't have any dialog while he does the deed, you can't know what his true motives are. If he is Ohrmazd, and he sealed Ahriman in the first place, then it's his choice to free him too. If he's Ohrmazd, maybe it's time to test the rest of the world, not just Elika.
The Prince was going to be Ormazd. Constantly trying to put Elicka off as a test of faith, that kind of thing.
Maybe he is. Since he doesn't have any dialog while he does the deed, you can't know what his true motives are. If he is Ohrmazd, and he sealed Ahriman in the first place, then it's his choice to free him too. If he's Ohrmazd, maybe it's time to test the rest of the world, not just Elika.
The Prince was going to be Ormazd. Constantly trying to put Elicka off as a test of faith, that kind of thing.
Maybe he is. Since he doesn't have any dialog while he does the deed, you can't know what his true motives are. If he is Ohrmazd, and he sealed Ahriman in the first place, then it's his choice to free him too. If he's Ohrmazd, maybe it's time to test the rest of the world, not just Elika.
...nah.
If anyone in-game is Ormazd, it's Elika.
And, he doesn't have any dialogue, but you know what he's doing and why. From the moment he hits the alter he doesn't fucking need dialogue. What sells this ending is the animation on the prince. He's so stoic, despite Elika's "WHY", it's obvious that he has a "Fuck the rest of the world" mentality going into it.
The Prince was going to be Ormazd. Constantly trying to put Elicka off as a test of faith, that kind of thing.
Maybe he is. Since he doesn't have any dialog while he does the deed, you can't know what his true motives are. If he is Ohrmazd, and he sealed Ahriman in the first place, then it's his choice to free him too. If he's Ohrmazd, maybe it's time to test the rest of the world, not just Elika.
...nah.
If anyone in-game is Ormazd, it's Elika.
And, he doesn't have any dialogue, but you know what he's doing and why. From the moment he hits the alter he doesn't fucking need dialogue. What sells this ending is the animation on the prince. He's so stoic, despite Elika's "WHY", it's obvious that he has a "Fuck the rest of the world" mentality going into it.
Thats really the beauty of it. There just doesn't need to be any dialog because you know exactly what he is thinking.
It goes so well with the whole minimalistic approach of the whole game. It feels like the perfect ending to the sort of fairy tale setting the game has.
I've finished the hunter for good now I'm heading to the alchemist. The way the game lets you chose what area you want to do next is cool and the environments are really large and beautiful. Being able to see from a high spot which area isn't cleared without using the map is awesome.
I prefer being saved by Elika than running out of sand but I'll never get that <100 saves trophy.
Elika dying to set up a SotC-esque sequel where the Prince would be tracking down a method to revive her. Hell, again, bring in a genie or something. I want to be seeking out a magic lamp.
Played it through once for all the lightseeds, which isn't nearly as much of a pain in the ass as you'd think 'cause half the time it's all ooo-er over the landscapes. Which are awesome.
Now I'm trying to get the <100 Saves achievement just for kicks. The game, if it could be possible, is even easier the second time around. You've pretty much got your good combat combo's down pat, you know how to utilize Elika properly for getting around and you only need 540 seeds to finish the damned thing.
Did anyone notice that Ahriman has two voices? Constantly arguing with himself when you kill the tree's. My theory is that Ormazh actually locked himself into the temple along with Ahriman to keep him contained. The female voice says "I chose pain" while the angry demon voice whines about imprisonment. During the argument they talk about the light burning and the darkness consuming.
Played it through once for all the lightseeds, which isn't nearly as much of a pain in the ass as you'd think 'cause half the time it's all ooo-er over the landscapes. Which are awesome.
Now I'm trying to get the <100 Saves achievement just for kicks. The game, if it could be possible, is even easier the second time around. You've pretty much got your good combat combo's down pat, you know how to utilize Elika properly for getting around and you only need 540 seeds to finish the damned thing.
Highly enjoyable rental title.
Oh yeah, second playthrough I plowed through, starting at noon, and ending at about 11:30 with a 2-3 hours break for watching a movie.
Visually breathtaking, slavishly designed presentation, a decent set up for a story.... all undermined by a disconnected control scheme that never made me feel like I was the Prince of Persia.
Ah well, back to the grindstone.
I'd say it was far better than warrior within, but nowhere near Sands of Time or the even better Two Thrones.
Visually breathtaking, slavishly designed presentation, a decent set up for a story.... all undermined by a disconnected control scheme that never made me feel like I was the Prince of Persia.
Ah well, back to the grindstone.
I'd say it was far better than warrior within, but nowhere near Sands of Time or the even better Two Thrones.
Pretty much, but then again, Daikatana was better than Warrior Within.
Well... maybe not better. But certainly in that area.
Goddamit WW really wasn't that bad. It was actually on par with SoT in the level design, and the destroyed and non-destroyed times worked really well. It just had bad writing and character design. It would have been a disappointment at the time sure, but it really wasn't that bad.
And I think the guys saying SoT was so much better than this really don't remember SoT all that well. THe writing in it was great... for the time. platforming was strong, but combat was goddamn awful. TT was an improvement on pretty much evey level except for chariots.
Warrior Within was good, I thoroughly enjoyed it and never realised it was so hated until I started posting more on video game related message boards. I guess I got lucky because I didn't experience and glitches etc. The back-tracking started to grate and I got lost occasionally but I loved it.
Warrior Within was good, I thoroughly enjoyed it and never realised it was so hated until I started posting more on video game related message boards. I guess I got lucky because I didn't experience and glitches etc. The back-tracking started to grate and I got lost occasionally but I loved it.
In terms of gameplay it wasn't bad at all apart from the Dahaka sequences. A lot people really overreacted to the change in tone however, myself included.
Hey, the dahaka sequences were great. It was just so totally different from the rest of the game.
I choose to disagree. I just didn't like them, the whole "make 15 perfect jumps in 30 seconds or else" thing is not why I play PoP games. I felt the same about the Dark Prince section in Two Thrones as well.
Goddamit WW really wasn't that bad. It was actually on par with SoT in the level design, and the destroyed and non-destroyed times worked really well. It just had bad writing and character design. It would have been a disappointment at the time sure, but it really wasn't that bad.
And I think the guys saying SoT was so much better than this really don't remember SoT all that well. THe writing in it was great... for the time. platforming was strong, but combat was goddamn awful. TT was an improvement on pretty much evey level except for chariots.
I played SoT four weeks ago. It's every bit as good as I remembered it to be. Combat in SoT was pretty much its best feature, because it was a wonderful mechanic if you knew how to utilize it in the way it was meant to be used.
It only sucked if you sucked and couldn't do all the combo's properly/know when to do them/how to perform them. At least, that's what I thought of the combat at the start, and throughout maybe one whole third of the game. But then I serioused the fuck up and learned how to play the game proper.
The combat is not what it appears to be, and it is not what one might be used to, after playing games with similar set-ups of multiple enemies (ninja gaidens, god of wars, devil may cry's and the like). In SoT, combat is used just as another part of the level which you have to climb, shimmy or jump across. Battle doesn't break flow, and is as easy to deal with (once you learn how to jump, grab, walk on walls, etc. as the equivalents to all the combos for all the specific types of enemies) as the level is easy to traverse. The parallel is what is amazing. To dispatch 20-30 enemies was as easy as running up a wall or jumping to a pole. Your real enemy is the actual level, and that's where the focus is. Not the combat or the mobs within it. Mobs are merely a sequence that give you the sands, so that you could use the sands while you platformed. It was all connected beautifully.
The game has no downsides whatsoever. It's all either average, good, or fantastic, most of it falling in the last group.
WW was on the other hand, abysmal. The combat in WW and TT was a bastardization compared to SoT. They disconnected it from the seamless transition between platforming and fighting, and turned it into a straight up brawler with combo moves and secondary degradable weapons, making it more like other games on the market, in an obvious cheap effort to appeal to a wider audience, just as they did by making everything dark and emo for no reason or purpose whatsoever other than to increase sales. WW to me is a textbook example of what a game influenced by marketing decisions looks like.
TT even admits the fault in the combat, when it gives you in the end, the sword that is indestructible. Saying that "Yes, the swords that wear down are inferior, the ideal is a constant sword". Which SoT had. And it's okay if you prefer the kind of combat WW offers. It's easy to like because it's the norm, and that's why it was included. But it's nowhere near as special and great as SoT's was. And as such, it was a disappointment, to me at least.
In the end I just found WW to be beyond repulsive. Sure, tastes differ, and to all of you that could stomach it, congrats, you're way better than I am, but it's not all that hard to see why I would throw the thing in the trash.
Goddamit WW really wasn't that bad. It was actually on par with SoT in the level design, and the destroyed and non-destroyed times worked really well. It just had bad writing and character design. It would have been a disappointment at the time sure, but it really wasn't that bad.
And I think the guys saying SoT was so much better than this really don't remember SoT all that well. THe writing in it was great... for the time. platforming was strong, but combat was goddamn awful. TT was an improvement on pretty much evey level except for chariots.
I played SoT four weeks ago. It's every bit as good as I remembered it to be. Combat in SoT was pretty much its best feature, because it was a wonderful mechanic if you knew how to utilize it in the way it was meant to be used.
It only sucked if you sucked and couldn't do all the combo's properly/know when to do them/how to perform them. At least, that's what I thought of the combat at the start, and throughout maybe one whole third of the game. But then I serioused the fuck up and learned how to play the game proper.
The combat is not what it appears to be, and it is not what one might be used to, after playing games with similar set-ups of multiple enemies (ninja gaidens, god of wars, devil may cry's and the like). In SoT, combat is used just as another part of the level which you have to climb, shimmy or jump across. Battle doesn't break flow, and is as easy to deal with (once you learn how to jump, grab, walk on walls, etc. as the equivalents to all the combos for all the specific types of enemies) as the level is easy to traverse. The parallel is what is amazing. To dispatch 20-30 enemies was as easy as running up a wall or jumping to a pole. Your real enemy is the actual level, and that's where the focus is. Not the combat or the mobs within it. Mobs are merely a sequence that give you the sands, so that you could use the sands while you platformed. It was all connected beautifully.
The game has no downsides whatsoever. It's all either average, good, or fantastic, most of it falling in the last group.
WW was on the other hand, abysmal. The combat in WW and TT was a bastardization compared to SoT. They disconnected it from the seamless transition between platforming and fighting, and turned it into a straight up brawler with combo moves and secondary degradable weapons, making it more like other games on the market, in an obvious cheap effort to appeal to a wider audience, just as they did by making everything dark and emo for no reason or purpose whatsoever other than to increase sales. WW to me is a textbook example of what a game influenced by marketing decisions looks like.
TT even admits the fault in the combat, when it gives you in the end, the sword that is indestructible. Saying that "Yes, the swords that wear down are inferior, the ideal is a constant sword". Which SoT had. And it's okay if you prefer the kind of combat WW offers. It's easy to like because it's the norm, and that's why it was included. But it's nowhere near as special and great as SoT's was. And as such, it was a disappointment, to me at least.
In the end I just found WW to be beyond repulsive. Sure, tastes differ, and to all of you that could stomach it, congrats, you're way better than I am, but it's not all that hard to see why I would throw the thing in the trash.
Whilst I disagree that the game has no downsides, I largely agree with this assessment. I really enjoyed the combat in SoT, it was streamlined ant it worked, and it took timing and a bit of finesse. The system in Warrior Within just felt like they mashed together every control and weapon they could think of and called it "variety" when it just felt like a bit of a mess to be honest, I just felt they had overcomplicated a simple and working mechanic.
The platforming in WW was still good, and that saved the game for me. But the emo-goth-rock redesign with the crappy dialogue and so-so combat was a real shock after the first game.
It says a lot to me that the way they chose to end SoT was through taking away your time power and testing your mastery over everything you'd learned in the game, being able to traverse that level without needing to rewind time was the best test (alright, there was the fight with the Vizier, but that was easy, and barely lasted any time). In WW, I just ended up hitting slow time and wailing on my opponent in a button mashing frenzy, and it just wasn't nearly as satisfying.
Combat in SoT was utterly forgettable. I mean, it looked neat. But there were too many enemies and the quickest way to dispatch them was always "bounce off wall, repeat, dagger". SoT would have been much improved by the complete removal of enemies altogether, in my opinon.
Combat in SoT was utterly forgettable. I mean, it looked neat. But there were too many enemies and the quickest way to dispatch them was always "bounce off wall, repeat, dagger". SoT would have been much improved by the complete removal of enemies altogether, in my opinon.
Funny thing is, this is exactly how I felt about the enemies in PoP IV. If I couldn't dispatch the regular enemies before they fully appeared, it was always followed by a sigh of irritation.
Then it was, deflect, hammer regular attack, deflect. Continue until dead.
I did try several combos but they didn't seem to have any added value, except exposing yourself to various counter moves.
If you're hammering regular attacks, you're doing it wrong. That's how I started, but mashing a button until the action happens is going to result in frustration. You only need to press it once. Once I took stock and started thinking about what I was pressing and in what order, the combat became a whole lot more fun.
Regular enemies are pansies, too, in that the instant you back them into a wall or edge, you win. This is the reason to combo them: to push them to an edge.
Visually breathtaking, slavishly designed presentation, a decent set up for a story.... all undermined by a disconnected control scheme that never made me feel like I was the Prince of Persia.
Ah well, back to the grindstone.
I'd say it was far better than warrior within, but nowhere near Sands of Time or the even better Two Thrones.
I disagree as far as setting SoT or TT as better. These games have always had an odd disconnect between what you press and what you see on the screen. Look at the fighting in the first game. I'd string together an entire combo against an enemy in about one second, and then watch it play out over the next two seconds.
As for platforming, the only different I can tell is that you no longer have to hold down the right trigger to run on walls. That's the only thing, and now all of a sudden it's "Wah... it's all automatic!"
In my opinion, this game is at least an equal, if no superior to Sands of Time. Out of all four recent games, it is the one I have enjoyed the most, and had the least frustrations with.
Combat in SoT was utterly forgettable. I mean, it looked neat. But there were too many enemies and the quickest way to dispatch them was always "bounce off wall, repeat, dagger". SoT would have been much improved by the complete removal of enemies altogether, in my opinon.
Funny thing is, this is exactly how I felt about the enemies in PoP IV. If I couldn't dispatch the regular enemies before they fully appeared, it was always followed by a sigh of irritation.
Then it was, deflect, hammer regular attack, deflect. Continue until dead.
I did try several combos but they didn't seem to have any added value, except exposing yourself to various counter moves.
There shouldn't be counter moves to any of the longer combo strings. I think I took down several of the bosses via 2 or 3 long combos.
As for platforming, the only different I can tell is that you no longer have to hold down the right trigger to run on walls. That's the only thing, and now all of a sudden it's "Wah... it's all automatic!"
It's not just that, it's that visual cues are added everywhere so you never really need to think about what to do. Scratches? Run up/run across/gripfall down a wall. A big ring? Press B anywhere near it. Screen turns black and white? Use Elika to double jump. Also I think they made the margins of error bigger for the actual execution. That all combines to make the platforming a lot more simple stimulus/response rather than planning and execution.
Oh and about the combos: the only move that your enemies counterattack on is a sword slash on the ground. And you can counter that as well. Once you get them into a lift and throw combo, the sword hits in the air do not provoke counterattacks. One combo I like is Elika, Elika, Acrobatic, Gauntlet (to throw them in the air), Acrobatic (to go catch them in midair), Elika, then one of Elika, Gauntlet, Sword to finish it off. There's no opportunity for them to counterattack throughout the whole combo.
RandomEngy on
Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
Posts
...nah.
It goes so well with the whole minimalistic approach of the whole game. It feels like the perfect ending to the sort of fairy tale setting the game has.
I never asked for this!
I'M A TWITTER SHITTER
Anyway, I highly enjoyed it and look forward to a sequel with more interesting platforming.
I prefer being saved by Elika than running out of sand but I'll never get that <100 saves trophy.
S.
Limited Edition only.
There you go!
So did I! Weird.
ENDING SPOILERS CHAPS
Everyone did.
Yes, well done.
Now I'm trying to get the <100 Saves achievement just for kicks. The game, if it could be possible, is even easier the second time around. You've pretty much got your good combat combo's down pat, you know how to utilize Elika properly for getting around and you only need 540 seeds to finish the damned thing.
Highly enjoyable rental title.
STEAM | XBL | PSN
Is it possible you free both, in the end?
Oh yeah, second playthrough I plowed through, starting at noon, and ending at about 11:30 with a 2-3 hours break for watching a movie.
$40.
It's pretty damn hard to resist.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Visually breathtaking, slavishly designed presentation, a decent set up for a story.... all undermined by a disconnected control scheme that never made me feel like I was the Prince of Persia.
Ah well, back to the grindstone.
I'd say it was far better than warrior within, but nowhere near Sands of Time or the even better Two Thrones.
Pretty much, but then again, Daikatana was better than Warrior Within.
Well... maybe not better. But certainly in that area.
Why did I do that.
Now I have to beat the entire game again, right friggin now.
And I think the guys saying SoT was so much better than this really don't remember SoT all that well. THe writing in it was great... for the time. platforming was strong, but combat was goddamn awful. TT was an improvement on pretty much evey level except for chariots.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
In terms of gameplay it wasn't bad at all apart from the Dahaka sequences. A lot people really overreacted to the change in tone however, myself included.
I choose to disagree. I just didn't like them, the whole "make 15 perfect jumps in 30 seconds or else" thing is not why I play PoP games. I felt the same about the Dark Prince section in Two Thrones as well.
I played SoT four weeks ago. It's every bit as good as I remembered it to be. Combat in SoT was pretty much its best feature, because it was a wonderful mechanic if you knew how to utilize it in the way it was meant to be used.
It only sucked if you sucked and couldn't do all the combo's properly/know when to do them/how to perform them. At least, that's what I thought of the combat at the start, and throughout maybe one whole third of the game. But then I serioused the fuck up and learned how to play the game proper.
The combat is not what it appears to be, and it is not what one might be used to, after playing games with similar set-ups of multiple enemies (ninja gaidens, god of wars, devil may cry's and the like). In SoT, combat is used just as another part of the level which you have to climb, shimmy or jump across. Battle doesn't break flow, and is as easy to deal with (once you learn how to jump, grab, walk on walls, etc. as the equivalents to all the combos for all the specific types of enemies) as the level is easy to traverse. The parallel is what is amazing. To dispatch 20-30 enemies was as easy as running up a wall or jumping to a pole. Your real enemy is the actual level, and that's where the focus is. Not the combat or the mobs within it. Mobs are merely a sequence that give you the sands, so that you could use the sands while you platformed. It was all connected beautifully.
The game has no downsides whatsoever. It's all either average, good, or fantastic, most of it falling in the last group.
WW was on the other hand, abysmal. The combat in WW and TT was a bastardization compared to SoT. They disconnected it from the seamless transition between platforming and fighting, and turned it into a straight up brawler with combo moves and secondary degradable weapons, making it more like other games on the market, in an obvious cheap effort to appeal to a wider audience, just as they did by making everything dark and emo for no reason or purpose whatsoever other than to increase sales. WW to me is a textbook example of what a game influenced by marketing decisions looks like.
TT even admits the fault in the combat, when it gives you in the end, the sword that is indestructible. Saying that "Yes, the swords that wear down are inferior, the ideal is a constant sword". Which SoT had. And it's okay if you prefer the kind of combat WW offers. It's easy to like because it's the norm, and that's why it was included. But it's nowhere near as special and great as SoT's was. And as such, it was a disappointment, to me at least.
In the end I just found WW to be beyond repulsive. Sure, tastes differ, and to all of you that could stomach it, congrats, you're way better than I am, but it's not all that hard to see why I would throw the thing in the trash.
Whilst I disagree that the game has no downsides, I largely agree with this assessment. I really enjoyed the combat in SoT, it was streamlined ant it worked, and it took timing and a bit of finesse. The system in Warrior Within just felt like they mashed together every control and weapon they could think of and called it "variety" when it just felt like a bit of a mess to be honest, I just felt they had overcomplicated a simple and working mechanic.
The platforming in WW was still good, and that saved the game for me. But the emo-goth-rock redesign with the crappy dialogue and so-so combat was a real shock after the first game.
It says a lot to me that the way they chose to end SoT was through taking away your time power and testing your mastery over everything you'd learned in the game, being able to traverse that level without needing to rewind time was the best test (alright, there was the fight with the Vizier, but that was easy, and barely lasted any time). In WW, I just ended up hitting slow time and wailing on my opponent in a button mashing frenzy, and it just wasn't nearly as satisfying.
Funny thing is, this is exactly how I felt about the enemies in PoP IV. If I couldn't dispatch the regular enemies before they fully appeared, it was always followed by a sigh of irritation.
Then it was, deflect, hammer regular attack, deflect. Continue until dead.
I did try several combos but they didn't seem to have any added value, except exposing yourself to various counter moves.
I disagree as far as setting SoT or TT as better. These games have always had an odd disconnect between what you press and what you see on the screen. Look at the fighting in the first game. I'd string together an entire combo against an enemy in about one second, and then watch it play out over the next two seconds.
As for platforming, the only different I can tell is that you no longer have to hold down the right trigger to run on walls. That's the only thing, and now all of a sudden it's "Wah... it's all automatic!"
In my opinion, this game is at least an equal, if no superior to Sands of Time. Out of all four recent games, it is the one I have enjoyed the most, and had the least frustrations with.
There shouldn't be counter moves to any of the longer combo strings. I think I took down several of the bosses via 2 or 3 long combos.
It's not just that, it's that visual cues are added everywhere so you never really need to think about what to do. Scratches? Run up/run across/gripfall down a wall. A big ring? Press B anywhere near it. Screen turns black and white? Use Elika to double jump. Also I think they made the margins of error bigger for the actual execution. That all combines to make the platforming a lot more simple stimulus/response rather than planning and execution.
Oh and about the combos: the only move that your enemies counterattack on is a sword slash on the ground. And you can counter that as well. Once you get them into a lift and throw combo, the sword hits in the air do not provoke counterattacks. One combo I like is Elika, Elika, Acrobatic, Gauntlet (to throw them in the air), Acrobatic (to go catch them in midair), Elika, then one of Elika, Gauntlet, Sword to finish it off. There's no opportunity for them to counterattack throughout the whole combo.
The Dahaka was the only thing in Warrior Within I really enjoyed. I shit a brick every time it appeared. It was also an incredibly cool concept.
Also, I think nostalgia is affecting a lot of people here. I would say this one is at least on par with TT, and certainly better than SoT and WW.