In terms of sequels that take a vastly different approach than their predecessors, Warrior Within seems pretty unmatched. It's like they saw Sands of Time, how well it did, and how much it resonated with audiences, and said, "This needs more gore, heavy metal, and scantily-clad women wearing next-to-nothing!"

The whiplash of going straight from the first game to this is immense, not dissimilar to playing literally any other Sonic game and then playing Shadow the Hedgehog. Although, to that game's credit, that was a spin-off title, so the expectations are a little different. In the case of Warrior Within, though, apart from its gameplay, it hardly feels like it even belongs to the same series.

It's fortunate, then, that the gameplay is so similar to Sands of Time. It plays exactly as an iterative sequel released the year after its predecessor should, doubling down on the aspects that people loved the most about the first game, platforming and puzzles, and making improvements to the lacklustre areas, such as combat and camera controls.

Combat, in particular, has seen the most changes, shifting into a character-action game akin to Devil May Cry, complete with a combo list and the ability to pick up and use enemy weapons. I did enjoy the more basic combat of Sands of Time, and yet, despite its additions, I wouldn't say that the combat of Warrior Within is much of an improvement.

For all the renewed focus they have put into it this time, there never really feels like a progression of combat prowess from beginning to end. Yes, you receive new time-manipulation abilities to help in certain encounters, but despite the lengthy combo list in the pause menu, the hacking and slashing itself feels pretty rote throughout.

Again, that's not to say I didn't enjoy Warrior Within's combat at all, just that it wasn't significantly better or worse than it felt in Sands of Time, despite all the changes that are made here. It's different, yes, but I wouldn't say that those differences provide a marked improvement or downgrade from the fights in the first game in any way.

That said, platforming definitely has a renewed focus in Warrior Within, though it was already strong in the first game. Again, there aren't really any new moves or abilities when it comes to parkouring, but instead the level design moves in a non-linear, metroidvania direction. It's a decision that makes perfect sense in a game like this, and it totally works for the most part.

Seeing an inaccessible area in a level and then returning later with the necessary tools to explore is always rewarding, and the trap-based traversal puzzles they have interspersed throughout the game to keep you on your toes are great. The Prince is occasionally pursued by a scary, shadowy beast called the Dahaka, and this manifests in sections where you have to navigate a treacherous area while he chases you. These sections are fun and few and far between enough to not feel frustrating, providing some simple, quick thrills to break up combat and the more deliberately paced platforming puzzle areas.

Really, the gameplay in Warrior Within is solid and a worthy successor to the first game. However, where it falls short for me a lot are the game's bugs, the more 'mature' tone it takes, and the creative decisions made when it comes to story and characters. First off, the designs of the two female villains are atrocious. I mean, I get that this is 2004 and this game was obviously marketed to teenage boys, but what the fuck is this. Sure, one design is clearly more egregious than the other, but the intent is crystal clear. The first villain there, Shahdee, slaps her arse to taunt you, moans when you attack her, and clearly has a condition where she has to sway her hips whenever she walks. Literally, the first shot of her in the game is of her bare arse, as the little armor she's wearing disappears into it. I mean, come on guys, I get that it was 2004, but what the fuck with this.

That intent extends to the prince himself and the game's story too. Here, he hardly feels like the same character as in the first game. Sure, seven years have passed in-universe since the ending of Sands, but the way he is written feels decidedly different, plus the fact that he's now voiced by Robin Atkin Downes instead of Yuri Lowenthal. His personality has been changed from cocky and brash to brooding and dry, with nary a hint of wit or levity out of him, a stark contrast to the first game's prince. This, I suppose, is in lieu of making him, and by extension, the rest of the game, feel 'badass' and hardcore, ultimately robbing the game of any semblance of personality or charm in favour of this.

It's a shame too because, as I've stated, there's solid gameplay underneath all of this M-rated edge and titillation. Is it worth wading through all of that nonsense to get to the good stuff? I mean, that's ultimately up to you. If you played and loved the first game and want more of that with the added caveat of a wildly different, darker flavour and tone, then go for it. But if none of what I've explained appeals to you at all, I honestly understand and suggest you maybe give this game a miss.

6.5/10

Reviewed on Dec 21, 2023


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