Dude never catches a break. (Note: My screenshots in this article come from LongplayArchive's video of the game. Go check it out!) |
We know how messy Ubisoft gets with its multi-platform releases... well, The Forgotten Sands is an even stranger beast as, though it was released on many consoles and for PC, most versions follow a different story. The Wii version is no exception – so it’s possible you might have played another version and never heard this tale. Let's dig in right away and see which adventures the Prince got into before the actual sequel to his story.
A Kingdom to Call My Own
We open in the heat of action as the Prince is parkour-ing his way out of another crumbling castle. Though this time he is followed by a speaking light revealed to be a djann (a female djinn) named Zahra. Fleeing as the place falls apart, our hero must use his physical skills to make it out alive. Now that’s a great feel for a tutorial!
I swear this guy is so good at crawling up walls he puts the Spider-Men to shame. |
Flash back to the actual beginning of this story. Our protagonist has found Zahra at a mysterious market. His wish? A kingdom all to himself, to come back to his father with something to show for his efforts. It’s a commendable goal for certain. (Shouldn't he be running from time-paradox monsters according to Warrior Within, though?)
It is my personal headcanon that Zahra chose that specific method of transfer of powers just so she could get some free kisses. |
Some Better, Some Worse
Better collect all those orbs whenever possible. |
Down the path, before we’re even explained the situation, we encounter minions of the Haoma. Plant-like creatures. Combat here uses motion controls. We use the Wiimote to swing the sword and the Nunchuk to throw a punch. These are the basics. However...
I love the little ding, this announcement of a new skill or upgrade. Surely this will come in handy against the plant minotaurs. |
This game includes an experience system. You get experience from beating enemies and collecting light orbs known as djinn souls. During your travels, you can break jars and treasure chests to gain additional EXP, though the ones with higher worth are hidden in more dangerous places or behind puzzles. At every new “level”, the Prince gains a new attack or an improvement to a previous one. A speedy attack made from jumping off a wall? Swinging both remotes at the same time for a spin attack? Jumping above an enemy for a powerful move? Yep. Combat here feels leagues ahead from what it was like in Sands of Time, and clearly the seven years and 2-3 installments between these two helped a ton.
And as a bonus, this time around you can pick who to direct your attacks to! The game doesn't choose for you! |
In the game I reviewed last week, all the sand creatures used melee tactics and swarmed the player. In Forgotten Sands (Wii), we have variety that forces us to rethink our strategies. We’re facing mooks with ranged attack options like bows; giant minotaur-like monsters with shields to break before we can hurt them; horned monsters who attack rabidly; and priestesses who float, swiftly evade our attacks, and can heal other enemies. A new system has also been implemented where, in the last wave of enemies in a battle, one of them will glow with a blue light, marking it as the leader, and killing it will defeat the other remaining enemies, if any. The best part? Battles don't go on for-freaking-ever with constant respawns of 20+ enemies – aside from optional challenges, I don’t think I ever fought more than 15 enemies in a battle.
Platform upgrades gained through the story, combat upgrades gained with EXP. Simple concept, but it works pretty well. |
The Let's Play I use for these screenshots foolishly avoids most of the fountains. That player is brave. That's a safety net I couldn't do without. |
The Red Roots of Izdihar
Okay, that IS a pretty cool idea for a villain. It would be like a wizard wearing a cloak of lava. |
No, that's not the malformed monster. But if I showed just screenshots of cutscenes, it'd feel weird. |
Once again, we go through many areas in hot pursuit of the creature. There are only three boss battles in this game. The first one leaves an impression: A golem with three life bars, and when one is depleted, it picks a stone mask off the wall and gains a new one. The only downside to the battle is that the killing blow to each life bar is a QTE sequence, something that happens nowhere else. So unnecessary.
Now we're talking! Finally an interesting boss! ...with QTEs... Eh, it would have been too good without it. |
Don't knock the seemingly-mundane ability to make hooks appear on random walls; especially if it's used by someone who is already a goddamn parkour master. |
I kept forgetting about this Creation Power, which is kinda dumb seeing as it's the best one to gain altitude fast. You need it to reach ledges hooks + wall runs can't get to. |
Don't let the malformations fool you; this monster can, and will, knock you down with just a few swings of his spiked mace. I know it alright. |
The bubbles also have the great effect of halting your falls if you're about to die because of gravity. |
Combat and platforming in the battle - yep, this is the best way I could see a proper Prince of Persia final boss to go. |
We're back to the beginning with the crumbling castle and go through that whole sequence again. Zahra opens a portal in the sands to save the Prince, taking him to the Realm of Eternal Fire, a playable epilogue. A spirit world of sorts between life and death which our hero, despite his best efforts, fails to escape from. In the end, Zahra has to sacrifice herself to propel him out and back to life. The Prince reappears in the oasis, with the last lights of the djann vanishing. He’s lost the kingdom, the princess, and the genie, but he did the right thing. So he walks away, off to his next adventures. Roll credits.
I know a big part of this series is how "even death won't stop this guy", but this takes it to the next level. On the other hand, without the djann, he really wouldn't have made it out on his own... |
Final thoughts
Once again, you get an amazing sense of grandeur and immenseness to the places you visit. These games present such incredible sights, if you can navigate them... |
Also the enemy types are introduced one by one and each type brings a new variable to take into account. |
I am a little disappointed by the removal of the time effect, understandable since the Prince doesn’t have the actual dagger with him. The replacement effect still utilises charges to revive you at the closest point you were at, with actual death taking you back to the last save point you interacted with. Considering the difficulty, the frequent save point fountains are good. Admittedly, what we lose in uniqueness with the basic system of respawn/save points is regained in practicality. Rewinding time in Sands of Time was cool but getting trapped in an inescapable cycle of death was annoying; at least you don’t get that here.
Sure, we saved the Kingdom, but the King is dead, the Princess is likely traumatized, and it doesn't look like anyone else lives there now. Pyrrhic vistory, isn't it? |
Better hope the camera is merciful ansd you both created the hook at the right place AND jump exactly where it is. Or you'll have easily-preventable deaths. |
As a final plus, the game includes the 1992 Prince of Persia game, a lengthy list of achievements for those who seek an extra challenge, and the option to add a second player with a Wii remote to use the Creation Powers and help the first player. All in all, a solid Wii game, not without its occasional flaws pertaining to the system, but a strong entry for the console and a recommendation on my part. Especially if you like this franchise, you might like this one quite a bit.
Phew! Tune in for something else soon.
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