I have to say that I believe this Sorcery with the PS Move delivers what it promised. The move controller precisely acts like my magic wand with very little error. If I had to put it into percentages I think the move controller accurately registered my movements 98% of the time. While 2% of the time I meant to send a spell one way, but went another. In other words, it’s damn good! I can’t tell you how fun it is to cast a spell with the flick of my wrist. Or to concoct my own alchemical brews (using the move to create the potion). Everything is handled with movements, not just a few tacked on gestures. In order to use a potion you have to shake it first, to activate it. Then you tip it up to drink. THAT”S MOTION GAMING BABY!
Putting you in the main characters shoes as if you were really there,
that’s the goal. These little features may seem small, but it’s that
attention to detail that makes the game shine above the rest. They could
have just left the square button as health potions, and it just healed
you. But the motion of shaking your potion to activate, and tipping it
to consume it, those “motions” are what make the game great, instead of
just good. I would have liked to see the “mending” spell, used often to
fix pathway, to be more varied. It’s the same movement every time, and
it’s the same movement used to open treasure chests. Both of those
actions started to feel repetitive pretty quick.
Length and Price
Sorcery for PS Move is on the shorter side, but it’s still extremely fun and the $39.99 price tag does help offset the shortness. Any gamer worth his salt should know going in to a game purchase the price tag generally sets the expectations on game length. $60 games are full length, $40 games are on the shorter side, $20 games are short and sweet, usually re-playable, and lastly the $14, $12, $10, and $5 games. These games are usually pick-up and go or indie games trying to get their game played by as many people as possible.
I’ve been breaking the game up into about 2-3 hour sessions in order
to make the game last a little longer, I believe it to be about a 10
hour experience. The spells are fun, and the controls are tight. It does
take a little getting used to controlling the camera with the left hand
L1 button, instead of the R3 analog stick. But within the first 20mins,
I had the swing of it and it felt completely natural and right. Sorcery
has branching paths, hidden items, Alchemy mini-games, tuck and roll
dodge mechanics, side spin on spells, and a decent variety of
environments and spells. To be honest, I feel like the perception is so
bad around this game that I have to defend it, but truth be told, when
I’m playing it, I have a blast! It’s fun and rewarding combat feel
right. It’s a real shame that Sony didn’t add any extra play modes
though. Maybe it would have extended the gameplay a bit. Either way they
did the right thing by dropping the price by $20 buck to match the
value of the game without extra play modes, or a longer campaign.
I haven’t completed Sorcery yet, but I have to say, I love wielding my move controlled to cast spells in fun combinations to wipe the floor with enemies, feeling completely empowered as a Sorcerer. I haven’t completed my official review of Sorcery yet, but the verdict is in, buy this game. It clearly shows that when you put the effort in to making a great motion title, that it can be done. Your money will be well spent in supporting the Move title and thus, future Move title. While the game is on the short side, it’s loads of fun the way it was advertised, unlike some other motion controlled devices.
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