Rival Swords/Two  Thrones is the conclusion of the Sands of Time trilogy, but the  homecoming hasn't gone down according to the Prince's plan. Instead of a  sedate life spent getting fat and carousing with the Empress of Time,  he finds Babylon burning, a foe once defeated returning immortal, and  some maniacal madman installing wicked-confusing elevator systems  throughout his city. Vexing for sure, made all the worse when his charge  is stabbed in the gut and he inadvertently turns himself into a sand  demon. Turns out, using magic to mess with space-time has a nasty way of  coming full circle to kick you in the teeth, so by rescuing the Empress  from her fate in Warrior Within, the Prince effectively negated his  actions in the trilogy's first game, The Sands of Time. What this means  is that the Vizier was free to enact his plans of world domination, and,  after sidestepping a few plot holes, he promptly does. So, after  joining forces again with an old ally for the first time, you're off to  rectify your actions by bouncing around all nimbly-bimbly and skewering  creeps with a blade--two skills the Prince happens to excel at.
By  interfering with the Vizier's machinations, the Prince infects himself  with enchanted sand. The power of the sands manifests itself in the form  of the Dark Prince, a decidedly sketchy alter ego of the Prince that  you'll occasionally morph into, complete with razor-sharp chains  encircling his forearms and phosphorescent tattoos etched onto his  blackened skin. Along with the new bod comes a new consciousness, which  takes up residence in the Prince's head in a schizophrenic fashion. As  the Dark Prince, your lethality is greatly enhanced, letting you  eviscerate your enemies with a twirl of that enchanted razor wire. The  drawback to this nearly unlimited power is that your life essence slowly  ebbs away, though it can be fully replenished by picking up the sand  charges that are liberally spread throughout the game. Having your life  deteriorate certainly adds a sense of urgency to your actions and can  increase the game to a near-frenetic pace, as you are pushed through  puzzles and forced to find and bust up mobs or jars of sand so as to  avoid becoming dust in the wind yourself.
The ability to manipulate time plays a prominent role in Rival Swords.  As you progress through the game, you'll accrue sand charges by either  killing enemies or smashing jars, baskets, or what have you. By and  large, these sand charges will be converted by your newly reacquired  Dagger of Time (first seen in the now-defunct Sands of Time) into  recalls, which are essentially do-overs that let you rewind time to  either have another go at hitting a jump or undoing a devastating combo  that some goon has just inflicted upon you. Timeliness is a virtue,  however, as you'll only be able to rewind time up to a certain point,  indicated by a bar nestled in among your other vitals. The dagger  eventually acquires other attributes, such as the ability to slow down  time and to massacre several enemies at once, which both have their  uses. One of the major setbacks to the game is the way that sand charges  act as a crutch for the Prince, often trivializing would-be difficult  encounters. While this does help you burn through the game, it also goes  a long way in making for sloppy gameplay, as it never really encourages  you to think before you leap or become anything more than proficient  with the Prince's extensive combat capabilities.
In  much the same vein as Sands of Time and Warrior Within, the Prince's  primary concern is running, jumping, swinging, sliding, and scurrying  his way from one precarious perch to another. One constant regardless of  the platform is the Prince's resourceful method of travel, and this  comes as naturally on the PSP as it does in any other recent Prince of Persia  game. Controlling the Prince hasn't ever been an ordeal, and the  default button layout on the PSP handles his movements as well as any  other gamepad. During these environmental puzzling sequences, the camera  gives you a good indication of where you need to go next, and if the  route isn't immediately obvious, you can hold the L shoulder button and  spin the camera to your heart's content. Typically, it won't be very  difficult to find your way to the next handhold, and even if you do  happen to make a misstep and plummet hundreds of feet to your death,  you've always got those handy sand charges as an ace up your sleeve. If  you run out of charges--though that's not likely to happen too  often--the game is very forgiving, since liberal use is made of save and  checkpoints. In general, the route you must travel is fairly easy and  intuitive to identify as long as you use the camera.
Playing  second fiddle to the Prince's unorthodox method of travel are the  combat sequences. Standing between you and the Vizier is an army of  supersoldiers who are hell-bent on seeing you to an early grave. Flashy  footwork is the Prince's fighting style of choice, and to that effect  he'll be slicing and dicing his foes in a series of aerial and  light-footed combos, which can be easily rattled off by jamming on the  square and triangle buttons. Adding a new wrinkle to the Prince's  repertoire is the speed kill, which can be activated when you  successfully sneak up on an enemy. During a speed kill sequence, you'll  be able to lay open an unsuspecting foe's throat or in some other way  maim and mutilate him in a twinkle, which is met with a spurting gush of  golden sand and smoke. Needless to say, it's pretty cool.
Making the dearth of extras in the Wii version or Rival Swords all the more perplexing are the droves of content padding out the PSP version. Much of Two Thrones/Rival Swords  is spent navigating to and then knocking out sand portals to disrupt  the Vizier's supply lines. Instead of giving you the free ride you got  in other versions of the game, the PSP version has you delving inside  these portals to implode them. The challenge here ranges from  maliciously difficult to overly simplistic, though they all provide more  background on the story. Further padding the package are a chariot race  mode and an ad hoc multiplayer mode. While they're not particularly  compelling on their own, you'll be able to jump into three chariot races  that see you winding through obstacles and fending off the Vizier's  henchmen. Each of these three is fairly lengthy, but there's no real  incentive to return to them once you cross the finish line. The  multiplayer aspect lets you compete locally with a friend to navigate a  series of two to five maps. These offer an interesting challenge, as  each map offers three different routes that range in complexity and  difficulty, and you'll be able to set off traps to hinder your opponent.
Two Thrones was an excellent-looking game on the consoles, and despite the PSP's hardware limitations, Rival Swords  captures that look well. Texture detail took the most significant hit  in the conversion to a portable format. Though characters' faces are  still fairly detailed from afar, the resolution on bodies has been  significantly reined in. Cityscapes are about as low-res as it gets,  which takes away a bit of the awe of seeing one of the most majestic  cities of the ancient world ablaze and reduced to rubble. Texture  seaming, tearing, and flickering all occur, and the game suffers from  bouts of slowdown. There are also occasional loading pauses that last  upward of a few seconds, though these typically occur only as you  transition from one area to another. Despite all this, the game has a  sharp look to it, and the scale of the environments is just as large as  that of console versions. The new areas in particular are vibrantly  colorful and creatively designed. Also, the Prince's flashy attacks  animate smoothly, and the platforming sections are rarely if ever  disrupted by performance issues.
Likewise,  most of the sound is carried over from the Two Thrones, and overall it  sounds as good as it did in that game. A dramatic orchestral score  complements some uniformly excellent voice acting, and the game's sound  effects are top-notch. With the added content comes some additional  voice work that provides a bit more exposition on the story, and these  sound bites were seamlessly inserted into the game. Unfortunately, the  PSP version of Rival Swords has more than a few sound anomalies. Though  not as disruptive as it was in Revelations, the music frequently blips  out. Also, the dialogue rarely matches up with the speaker's animation.  These aren't catastrophic issues, but they do disrupt the immersive  qualities of the sound and weigh down the otherwise great presentation.
Rival Swords  on the PSP is as fully featured as its console counterparts, and it  offers a lot of extra content to boot. While not necessarily enough to  attract fans of the series who already fought through Two Thrones, the  new levels and multiplayer functionality work well to pad out the  package and improve upon an already great game. Even with the quirks in  its presentation, Rival Swords will have no problems pleasing fans of both Prince of Persia and action adventures.
 




 
 
 
 
 
 
{ 1 komentar... Views All / Post Comment! }
Prince Of Persia : Rival Swords:Blog Gue >>>>> Download Now
>>>>> Download Full
Prince Of Persia : Rival Swords:Blog Gue >>>>> Download LINK
>>>>> Download Now
Prince Of Persia : Rival Swords:Blog Gue >>>>> Download Full
>>>>> Download LINK 8q
Posting Komentar