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Preview: Sorcery

11:00 AM on 12.14.2011   |   Samit Sarkar

Preview: Sorcery photo

I imagine our Reviews Editor, Jim Sterling, isn’t alone in yearning for PlayStation Move-exclusive titles beyond the scope of minigame collections and tech demos. Sony announced one such game, Sorcery, back at E3 2010, but hasn’t shown much of it in the eighteen months since then.

I’m glad to be able to confirm that it still exists -- in fact, I played it last week at a PlayStation Holiday Showcase in New York. What I can’t yet say is whether it will turn out to have been worth the wait.

1

Sorcery (PlayStation Move)
Developer: The Workshop
Publisher: Sony Computer Entertainment
Release: Spring 2012

Sorcery’s senior designer and creative director, Brian Upton, opened my demo by pointing out the principal difference between this and other motion-controlled games. “A lot of motion games basically boil down to Simon Says,” he told me, explaining that such games typically throw up gesture prompts at certain points and ask you to merely repeat those gestures in order to win. Sorcery is certainly a gesture-based experience as well, but it’s one that puts the onus on you to forge your way ahead with the tools at hand.

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The protagonist is a young sorcerer’s apprentice who’s just starting out in the world of wizardry. His master’s cat dares him to venture into Lochbarrow, the land of the undead, and -- being a carefree young farm boy -- he does. In this case, their curiosity only results in the apprentice accidentally unleashing the power of nightmare upon the world. So the two of them set off through the Faerie Realm to right this cosmic wrong, and perhaps do some growing up along the way. The cat serves as a feline Navi of sorts: she doesn’t participate in gameplay -- Upton assured me that “there are no escort missions” -- but provides hints and gives out bits of story. She has a deep knowledge of, and involvement in, the world; the bond between boy and cat intensifies over the course of the game.

Upton showed me a world partway through the game called Endless Stair, and noted that for the purposes of the demo, the developers had armed the apprentice with abilities he wouldn’t actually have access to at that point in the full game. Endless Stair is a bright, colorful outdoor area, with an aesthetic that instantly reminded me of the PlayStation-era Spyro games (Upton could see where I was coming from, but told me that the team didn’t specifically take inspiration from that series).

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The apprentice came upon an open area with numerous bogies, the world’s basic grunt enemies, waiting to take him down. As a mage-like character, it behooves you to engage in mid-range combat, firing away with your projectiles and area-of-effect spells; enemies are much more dangerous at close range, and melee isn’t your strong suit. Upton made quick work of the bogies, showing off a variety of elemental attacks.

Arcane Bolt is your standard projectile attack; you can fire straight ahead, or twist the Move wand in your hand for an arcing shot. It becomes much more powerful when combined with other elements. Upton laid down a trail of fire -- which you are impervious to -- and then shot bolts through the flames to set enemies alight. He then switched to wind and whipped up a “Firenado” after throwing down some more fire. I can think of few things more terrifying than a flaming vortex careening toward me, and indeed, it proved supremely effective against bogies hiding behind rocks. You also have ice powers at your disposal, which allow you to encase enemies in blocks of ice (for shattering with Arcane Bolt) or slow them down with a gradual area-of-effect frost.

4

Switching between elements requires quick gestures with the wand while the Move button is held down. (Upton told me that in light of focus testing feedback, The Workshop will implement button controls for spell switching.) However, he asserted that “once you learn [the gesture system], it’s really, really fast, and lets you do these powerful combos.” The team also noticed during focus testing that players who were familiar with motion games immediately began to waggle furiously, firing off many bolts in quick succession. Sorcery goes out of its way to teach players not to do that; while the game doesn’t get too difficult, Upton warned, “If you just spam bolts, you will die.”

After defeating his foes, Upton picked up a sigil fragment that one of the bogies had dropped. He then brought it to a group of broken rocks and used a mending spell to patch up the stone. Stepping on it opened up a portal to a new area, with a chest and a large urn from which water dripped. The gold that Upton looted from the chest can be used to purchase potion ingredients from an alchemist, and the alchemy system allows you to brew dozens of different potions that bestow upgrades upon you when consumed. Your other main ability is telekinesis; Upton used it to rip off the urn’s lid, flooding the area below.

5

The control method, with a Move wand in your right hand and a Navigation Controller (or DualShock 3) in your left, feels good. Yet Sorcery offers limited camera control and no lock-on targeting; when I expressed trepidations about that to Upton, he dismissed my concerns. The pinpoint control that PlayStation Move offers, he said, obviates the need for the control scheme seen in typical third-person action games. Sorcery manages the camera for you, and Move is accurate enough to ask players to simply aim where they want their attacks to go. In my experience, it didn’t quite work as Upton described. Then again, I did inadvertently rotate the Move controller “backward” in my hand (with my thumb, rather than my index finger, near the trigger), which throws off the Move’s targeting. It was much smoother sailing once I fixed the wand’s orientation. Either way, the development team is still tweaking the targeting, and I hope it’ll be as good as it needs to be by the time the game launches next spring.

LAUNCH GALLERY (11 IMAGES)
Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo









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Samit Sarkar is a founding Destructoid editor and go-to Sports guy. Samit was the son of the Duke of Knees, rescued from a burning village in the afghan desert by a golden condor. He is an ace Backgammon player and lost both legs in a whaling tour. He lives for free in a nursery in Scotland where he teaches monks how to capture butterflies without hurting them. Likes Confuse Ray, Feel My Blade A Mabari War Hound, Snot, Spiral Arrow, Argo, Dan Smith's critical hit bark, Rolling things up into my life Meet the rest of the team



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16 comments | showing # 1 to 16
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Dale North's Avatar - Comment posted on 12/14/2011 11:20
Dale North
This sounds like it could be pretty cool. Maybe I'll get some use out of these move controllers yet
argggh's Avatar - Comment posted on 12/14/2011 11:24
argggh
Get those controls right.....gawdalmighty!
MrFloppyknickers's Avatar - Comment posted on 12/14/2011 11:49
MrFloppyknickers
I still wonder why the Harry Potter team aren't all over a thing like this. I know they done some half hearted shit in the past, but really letting the legion of the fans get in a game, waggle sticks about and speak in quasi Latin should be a gold mine for them.
Mr Andy Dixon's Avatar - Comment posted on 12/14/2011 11:52
Mr Andy Dixon
The screens look sharp, and the magic sounds fun. So long as the controls are solid, this may actually turn out OK!
Scissors's Avatar - Comment posted on 12/14/2011 12:06
Scissors
I liked the original cartoony look better, this new gritty look isn't as charming.
PhilK3nS3bb3n's Avatar - Comment posted on 12/14/2011 12:28
PhilK3nS3bb3n
This sounds maybe awesome. I want a GoW with two move wands though. I would fuck my house up, but it would be worth it.
fetusmilk's Avatar - Comment posted on 12/14/2011 12:59
fetusmilk
can you describe the movements you were making while playing? like what were you doing to change spells or to cast them?
Afrit's Avatar - Comment posted on 12/14/2011 13:09
Afrit
@Scissors
The new art direction is very colorful & pretty & .
The old one was dark a & shitty ...

sorry but there was no charm to begin with.
http://www.youtube.com/watch?v=p_hpIZWjS0o
Big IH's Avatar - Comment posted on 12/14/2011 13:10
Big IH
YAY! I finally have a reason to use my move. Loving the redesign too.

Gritty > Cartoony
Scissors's Avatar - Comment posted on 12/14/2011 14:07
Scissors
@Afrit

Charm probably wasn't the right word, I didn't love the original art direction, but I felt that with a few tweeks it would have been good. I just liked that it immediately came off as a kid's game. I know most would think of that as a bad thing, but I really liked that this came off as a quality kids title. Kids have to deal with alot of shovelware. I know this new style makes it open to everyone, and kids can still enjoy this, but I still think their should be more quality kid's games that look like kid's games.


Nice video I hadn't seen that one yet, most of the PS blog videos are usually good.
Jajuka's Avatar - Comment posted on 12/14/2011 14:19
Jajuka
I certainly hope this game turns out to be good. The PS Move has been the biggest waste of $150 that I've made in the past 5 years. Maybe with a few original games (NOT FPS...) it'll make it worthwhile in the end. The technology offers so much potential that it's staggering how little innovation has come out of it.
HaVoK308's Avatar - Comment posted on 12/14/2011 14:27
HaVoK308
Looks like a decent game. Take the Move out of the question. If this was a standard game would your impressions be the same? It seems like people are willing to forgive more when it's a motion controlled game. Desperately waiting on that game that doesn't involve dancing.

I'd like to try this game, but if it's Move only, it's not happening.
Afrit's Avatar - Comment posted on 12/14/2011 16:06
Afrit
@Scissors
In that case, I see what you mean.

I always thought that, when I look at a game as a shovelware, at the same time I think it could be really cool game for some kids eyes.
Samit Sarkar's Avatar - Comment posted on 12/14/2011 16:51
Samit Sarkar
@fetusmilk: Spell switching: while holding the Move button, you flick clockwise for fire, counterclockwise for ice, and hold up for wind (if you tap the Move button, it brings you back to Arcane Bolt). When firing Arcane Bolts, you can flick straight ahead for straight shots, or put a twist on it (kinda like you're throwing a curveball) for an arcing shot. As for telekinesis, I just slid the Move wand in a particular direction (like to the left to take the urn's lid off).
fetusmilk's Avatar - Comment posted on 12/14/2011 17:31
fetusmilk
nice! it sounds like they are actually putting some thought into the moves.
Liam Fisher's Avatar - Comment posted on 12/14/2011 17:39
Liam Fisher
Man, this looks (and sounds) really good!!
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