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RIVAL SWORDS WALKTHROUGH GUIDE (VIDEO GAME WALKTHROUGH)

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Published : June 05, 2007 | Author : Chrissy Snow
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Chrissy Snow
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RIVAL SWORDS WALKTHROUGH GUIDE (VIDEO GAME WALKTHROUGH)
Of all the classic games that have been reworked for modern audiences, Jordan Mechner's Prince of Persia games are surely the most successful. Rival Swords sees the third (or fifth, depending on how you count them) in the series hitting the Wii and, for no apparent reason, getting a different title. Don't let it fool you  this is a straight port of Two Thrones, with a wellconceived control revamp and little else.


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Which, on the whole, is a good thing. Rival Swords captures the familiar Prince of Persia gameplay well, giving you a series of jumpedup obstacle courses to negotiate with a variety of acrobatic (and frequently downright unfeasible) moves. Run up walls, leap from ropes, swing from bars; you name it, it's here, and although the levels present little in the way of depth or choice, the pleasure of stringing together the Prince's fluid motions into complex, elegant combinations is its own reward.

There is a plot, but even those who played both the previous games may be left scratching their heads. Suffice it to say that the Grand Vizier is back, and has managed to transmute himself into some kind of immortal, godlike creature, and spread an army of powerful soldiers throughout the Prince's kingdom. That's not the only thing on the Prince's royal agenda, however. He also has to rescue his buddy from the Vizier's clutches, and contend with a new problem  he's been infected with...some kind of...mutant sandthing, and periodically turns into a dark, twisted version of himself. He gains extra speed and power, but must constantly replenish his sand reserves to stay alive.

Phew. Got all that? Honestly, it's pretty much irrelevant to the action, as various disembodied voices will guide the Prince through the levels. So he hears voices, he periodically changes into an evil version of himself, and he believes he can run up walls. Obviously the Prince is in need of an Ancient Babylonian headshrinker more than a Dagger of Time.

Where do the Wii controls enter into all of this? Rival Swords uses the nunchuck stick for movement and only occasional waves of either controller element are needed to negotiate its platform puzzles. You could almost be playing it on a more conventional console, except for the way you twist the remote to rotate the camera. This works much better than you might expect, allowing you to round corners with all the fluidity you'd expect from a twinstick controlled FPS.



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