Sorcery has been one of my most anticipated titles of the past few years. When Sony first showed footage of Sorcery at E3 2010, I was absolutely jazzed to rush out and buy the PlayStation Move. Despite having a less than stellar (read: very few worth playing) line up, I knew that once Sorcery arrived PlayStation’s motion controller would finally have that killer piece of software that it’s desperately been waiting for. I waited.. and then waited.. surely they’ll announce a release date at E3 2011, right? Nope. Sorcery finally arrived in May of 2012; almost two years after it was originally shown at E3 during the debut of the PS Move. Was the wait worth it?
Sorcery is a pretty fun little adventure, but it’s not nearly what I’d hoped it would be (PS3′s answer to Fable). You control a kid named Finn (accompanied by a cat-type thing named Erline), who winds up snatching a wand which kick starts your adventure. The story is decent and fairly easy to follow, since it’s clear that Sorcery is meant to appeal to anyone who wants to give it a shot. It’s appropriate for kids, and it’s still interesting enough that adults will be able to enjoy it without being utterly annoyed at how cheesy that it is.
Sorcery has the best controls of any PlayStation Move game I’ve played to date. The combat is fluid and spells go exactly where you aim them. You can flick your wrist and see the spell actually curve on the screen, which is a super cool (and unexpected) surprise. On top of great controls, you can mix and match your spells to create new stronger spell types but there’s only few that are actually worth using as they’re considerably stronger than other concoctions. I highly approve of mix and match spell casting, and it’s one of my favorite elements of any magic based game. In certain situations this actually increases the appeal of the game and helps make it even more memorable (IE: Magicka).
Requiring motion controls may possibly be a big mistake, as there are gamers who simply refuse to buy in to the whole motion controlled gaming gimmick, and they’ll skip this game simply because it can ONLY be played by using the Move controller. I’m not sure why it couldn’t have been controlled with an on-screen reticle using the tried and true “hold R1 and move the analog stick” method, but then again Sorcery was SUPPOSED to be a Move launch title. Showing up two years late only further makes this control scheme oversight more obvious.
Graphically, this game seems to hit the mark while simultaneously dropping the ball. Backgrounds and spell effects look fantastic, while enemies look fairly bland and repeated.
So, that brings us back to the original question: Was the wait worth it? The short answer is: No, not really. Sorcery is a good game, but it’s not great and it certainly won’t make you rush out to buy PS Move if you don’t already own it. I think Sorcery could have had the potential to move units if it had met the original release date, but now it’s little more than an afterthought of a long forgotten hype-train. I’d recommend it if you’re a Move fan though, and it’s good for gamers of all ages who want to play a wand-wiggler without having to play Harry Potter.
Sorcery is a PS3 exclusive, and REQUIRES Sony’s PlayStation Move controller to play. Sorcery was provided for review by Sony Computer Entertainment.






