Sorcery Pro Reviews

Average Review Score: 6.7/10

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Sorcery Reviews

website score publish date article quality
D+PAD 3/5 Jun 13 '12
Destructoid 6/10 May 21 '12
Digital Chumps 8.8/10 May 21 '12
EuroGamer 7/10 May 21 '12
Game Informer 6.75/10 May 21 '12
Gameplanet 8/10 Jun 14 '12
Gaming-Age B+ May 25 '12
IGN AU 7.5/10 May 21 '12
IGN PC 7.5/10 May 21 '12
Metro 6/10 May 22 '12
Playstation lifestyle 5.5/10 May 21 '12
Playstation Magazine UK 8/10 May 21 '12
Thesixthaxis 7/10 May 21 '12
Computer and Video Games 7.8/10 May 21 '12
GameSpot 4.5/10 Jun 01 '12
GameSpot 4.5/10 Jun 01 '12
GameSpot 4.5/10 Jun 01 '12
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Sorcery Previews

website publish date article rating
EuroGamer Sep 15 '10
Games Radar Dec 19 '11
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Quoted from Sorcery Reviews:
Check out these quotes from Sorcery reviews & previews
"The system's not without its problems. Aiming at enemies on platforms makes for the game's biggest frustration, thanks to the combination of regenerating health and the Move not always registering aerial shots. And when the fighting gets intense, you'll be waving the controller so furiously it feels like a combat maraca rather than a wand. But it's accurate enough to make you feel like a sorcerer, which in turn sells the rest of the game's potion-glugging fantasy land."
"Thinking back to its E3 debut, Sorcery can’t help but feel like a missed opportunity. Had the first few hours of the game been sliced off, Finn’s spell-blending been given a more central billing and the game’s world opened up to provide the element of wonder that comes from being able to break away from the imposition of the linear, Sorcery could have been an adventure game of rare ambition. As it stands, it ably showcases the potential of motion controls and takes you on an enjoyable ride, but it’s a ride that ends all too soon and that doesn’t give you much reason to go around a second time."
"For those desperate to use their Move controllers in something exclusively centered around the Move, Sorcery provides a few hours of inanity that can be gratifying, if in a slightly underwhelming way. Still, the game's chaotic camera and unwieldy controls can frustrate, not to mention the alarming tendency for the PS Move to need consistent recalibration. Had more been done with its most promising features, and had it dropped the arrogant insistence on using gestures for almost everything, Sorcery could have been the hybrid of old and new game design that Sony promised. Instead, we're left with a game that, for all its possibilities, simply lacks the imagination to step beyond the same old experiences we've had before, along with the same old problems."
"Sorcery only has the story mode, and there isn't a great deal of reason to go back unless you're Trophy hunting or are otherwise on a completionist quest. By the looks of it, there won't be any DLC, and if the ending is any indicator (it usually isn't) a sequel isn't likely. But for as fun as it is, and given how it compares to the rest of the Move library, Sorcery impresses."
"If anything, it's the Move controller rather than that clumsy apprentice or his mysterious cat that emerges as Sorcery's true star. If you're an eight-year-old kid, this short burst of adventure is going to offer you an afternoon or two of vivid fantasy with a wand in your hand and an arsenal of spells in your head, and your only major complaint will be that it doesn't last a few hours longer. If you're older, it won't have quite the same impact - but it's still going to provide a few colourful thrills."