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Ubisoft 'Officially' Announces Title for POP 2

by Daniel Bloodworth - September 16, 2004, 7:12 pm EDT
Discuss in talkback! Source: Ubisoft Press Release

I think everyone knows by now, but the new title is Prince of Persia: Warrior Within.

Prince of Persia: Warrior Within™ [09.16.04]

Only by Mastering Deadly New Combat Arts Can He Awaken the Warrior Within and Emerge with His Life

Ubisoft today announced that Prince of Persia® 2 (working title) will now be officially titled PRINCE OF PERSIA: WARRIOR WITHIN™. The sequel to the award-winning Prince of Persia: The Sands of Time™, Prince of Persia: Warrior Within features a deep, mysterious storyline starring a darker, edgier Prince who is vigilant in his quest to unseal his mortal destiny. Hunted by a supernatural creature hell-bent on his destruction, the battle-weary but hardened Prince embarks upon a treacherous journey to a cursed island underworld to save his life.

“The title Prince of Persia: Warrior Within clearly reflects who the new Prince is – an awakened Master Warrior,” said Tony Kee, vice president of marketing for Ubisoft. “He’s not the young, inexperienced Prince he was on his first adventure. He is now a warrior of unmatched skills, with a dark heart and a penchant for pain. Knowing his fated death is imminent, the Prince must summon the powers within him to defend what no enemy can take away – his life.”

Prince of Persia: Warrior Within features the all new, free-form fighting system that allows players to define their own fighting style as they combat and destroy enemies. Battling without boundaries, players will be able to manipulate their environment and enemies, using a lethal arsenal of weapons to create their own signature fighting style. Prince of Persia: Warrior Within promises to be an action-packed video game filled with treacherous landscapes, ferocious enemies and deadlier bosses with intense mêlées lurking around every corner. It will unleash a new level of warrior mastery that can only be described as deadly artistry at its best.

PRINCE OF PERSIA: WARRIOR WITHIN IS SCHEDULED TO SHIP NOVEMBER 2004 FOR THE SONY PLAYSTATION2, MICROSOFT XBOX, NINTENDO GAMECUBE AND PC

Prince of Persia: Warrior Within Q&A

Ubisoft offers up a brief chat with Bertrand Helias, Producer of POP:WW.

Q&A with Bertrand Helias, Producer of POPWW


So far, we were under the impression that combat was the major focus of PoPWW. Is it true or did you work on other gameplay elements as well?


Yes. The new Free Form Fighting system has been the core of the development efforts of PoPWW. We wanted players to get the best combat experience currently available in this genre.


But we also know that the Prince of Persia series success is due to its unique mix of gameplay and we wanted to keep it, and even make it more engrossing. PoPWW gameplay will keep the classic components: combat, acrobatic navigation and enigmas to solve. We know people like to explore stunning environments as well as use their brain in a Prince of Persia game and they will have huge opportunities to do that in PoPPWW.


What is the balance between these different gameplay elements?


Well, the story of Prince Of Persia: Warrior Within is the one of a man fighting for his life, to defy a fate that has already been written -so, combat will naturally be the core of the experience. The combat will be very diverse, offering a large variety of combos, enemies' behavior and tactics ... But what we mostly wanted was to make sure that navigation puzzle solving and combat would be embedded together. So in PoPWW, these gameplay elements are not built in sequences, but really tied together: you will have to navigate WHILE fighting, chase enemies on beams structure, trigger a mechanism to kill enemies etc ... I believe this unique blend makes the experience absolutely enjoyable


Tell us about the new navigation moves that you implemented in PoPWW. Why did you add these moves?


Our initial desire since conception is to provide an experience that would be close to swashbuckling and Hong Kong movies. Of course this is true in combat (look at the new fighting moves in previous trailers like the new wall attacks or the moves around pillars), but this is also visible in navigation: for instance you will now be able to go down walls by stabbing your sword in huge curtains and slicing them down; you can also do longer walling by using ropes etc ... eventually I think players will really enjoy this new freedom in navigation just as in combat.


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