Prince of Persia: The Forgotten Sands Wii Details

By Jorge Ba-oh 14.02.2010 11

Prince of Persia: The Forgotten Sands Wii Details on Nintendo gaming news, videos and discussion

The prince of all princes is back for a forgotten adventure, with all new details on his Wii outing awaiting him inside.

Returning to the fan favourite Sands of Time universe, between Sands of Time and Warrior Within, our protagonist decides to pay his brother Malik’s kingdom a visit but finds the Royal Palace invaded by a whole horde of evil zombies.

A rundown of Wii features from GoNintendo:

  • You're accompanied by Razia, a companion who controls various elements/magic around you.

  • Powers to be earned:
    • Time rewind: As in past games, the ability to manipulate time.
    • Fire: Play with heated attacks as before
    • Air: Create air to reach new platforms, swirl enemies about
    • Earth: Repair the environment around you to reach previously inaccessible areas.
  • Wii version is not a port �" built ground up.
  • Runs at 60FPS
  • Super Mario Galaxy-style co-op with a second remote.
  • Wii Remote used to swing sword, nunchuck to punch. Blocking, rolling about and other actions are button mapped.
  • The Sand Ring is used by pointing the Wiimote at a location and pressing B, but can only be done with one grip at a time
  • Faint blue lines act as guides if you can make a jump or not (sort of like Mirror’s Edge)
  • Removed the ability to rewind mistakes
  • Box art for Prince of Persia: The Forgotten Sands
    Developer

    Ubisoft Montreal

    Publisher

    Ubisoft

    Genre

    Adventure

    Players

    1

    C3 Score

    Rated $score out of 10  n/a

    Reader Score

    Rated $score out of 10  0 (0 Votes)

    European release date TBA   North America release date TBA   Japan release date TBA   Australian release date TBA   

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    Comments

    Prince of Persia: The Last Airbender then. Sounds ok to me Smilie


    Removed the ability to rewind mistakes

    hu?
    Then thats the point of rewind :?

    ( Edited 19.04.2013 05:17 by Guest )

    http://www.fanficmaker.com <-- Tells some truly terrible tales.
    Last update; Mice,Plumbers,Animatronics and Airbenders. We also have the socials; Facebook & G+

    Removed the ability to rewind mistakes

    SORRY, YOU WHAT UBISOFT?????
    GAH!!

    ( Edited 19.04.2013 05:17 by Guest )

    Removed the ability to rewind mistakes sounds bad. Sort of no more beautiful risky platforming for us then.

    And behold, us swinging like mad while the "nunchuk punch" doesn't respond on time, as the nunchuk has proven itself to have less sensitive sensors than my late demented grandmother.

    You never know, you might have to earn the ability to rewind time. I'm thinking I should get the sands of time trilogy on the GC before I get this, if it's possible.

    You most certainly should at least get Sands Of Time and Two Thrones. Stunning games. Great storys.

    http://www.fanficmaker.com <-- Tells some truly terrible tales.
    Last update; Mice,Plumbers,Animatronics and Airbenders. We also have the socials; Facebook & G+

    Nunchuk to punch wii mote to swing, without motion plus im guessing?

    Skipping this. I almost wish nintendo would legally request all nun chuks and wii remotes and insert motion plus into both devices before returning. This is just waggle from year one of the wii. It didnt work for zelda TP or okami or any other game because its a crap configuration. And I swear the nun chuk is even less reliable.

    So they removed the best aspect of the PoP games. Good move. Smilie

    Other than that, it could be a good game.

    Worked great in both Zelda and Okami for me.Never a problem. Ditto for Metroid Corruptions gestures.
    As long as the waggle only restricts itself to things it can sense its fine.

    Had some troubles with cursed mountine recently, for example. That had specific nunchuck movements it couldnt sense that well.

    http://www.fanficmaker.com <-- Tells some truly terrible tales.
    Last update; Mice,Plumbers,Animatronics and Airbenders. We also have the socials; Facebook & G+

    erv said:
    And behold, us swinging like mad while the "nunchuk punch" doesn't respond on time, as the nunchuk has proven itself to have less sensitive sensors than my late demented grandmother.

    That's actually never been my experience with the nunchuk. It's always been responsive for me.

    Darkflame said:
    Worked great in both Zelda and Okami for me.Never a problem. Ditto for Metroid Corruptions gestures.
    As long as the waggle only restricts itself to things it can sense its fine.

    Had some troubles with cursed mountine recently, for example. That had specific nunchuck movements it couldnt sense that well.

    It worked great? was it better or on par with pressing a simple button. No it wasnt at all. Why? because movement only works if it has a strong correlation to whats happening on screen. swing left and my character should swing left and so on. with out motion plus its just movement for pre digitally mapped actions limited to about 4 variations for swinging.

    The nun chuk is a rubbish piece of motion crap. decent analogue stick.

    Anyway the main point is there is no excuse for the game not to use the additional precision of motion plus (even as an extra). And the nun chuk should never be used I know loads of people who hate using it for motion, for me its less then 90% reliable.

    Heck how many games have the same similar combat when it comes to FPS and third person games. Devs could template such controls and just copy them when appropiate. In the future games like zelda, PoP, No more heroes could using an almost identical template for combat.

    ( Edited 15.02.2010 19:49 by meeto_0 )

    meeto_0 said:
    Darkflame said:
    Worked great in both Zelda and Okami for me.Never a problem. Ditto for Metroid Corruptions gestures.
    As long as the waggle only restricts itself to things it can sense its fine.

    Had some troubles with cursed mountine recently, for example. That had specific nunchuck movements it couldnt sense that well.

    It worked great? was it better or on par with pressing a simple button.

    It worked every time I wanted it too in those games, thats what I meant.

    In corruptions case it also fitted the onscreen action very well too. The pull-back gesture worked flawlessy and was exactly what Samus was doing on screen.

    Less so in Zelda and even less then that in Okami.
    But still, it fitted it no worse then pressing a button did.
    Pressing a button doesnt correlate to anything other then pushing a button. So while I agree that correlating on-screen action is best, its no way worse then a button...as long as it works.

    Besides, both Zelda and Okami really only used motion sensing lightly anyway.

    http://www.fanficmaker.com <-- Tells some truly terrible tales.
    Last update; Mice,Plumbers,Animatronics and Airbenders. We also have the socials; Facebook & G+

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