Sorcery - PS3 Move's first creative gem - AVS Forum
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post #1 of 51 Old 06-17-2010, 05:01 PM - Thread Starter
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Sorcery is an action adventure title starring a young Sorcerer who appears to be in training, due out Spring 2012. It will cost $40 or less (like all Move-only games) and last around six hours for the first play-through. Screens:
















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PlayStation.Blog: I’ll cut to the chase: Why have we had to wait so long to see Sorcery again?

Brian Upton, design director, Sorcery: Coming out of E3, we knew there were some things we weren’t happy with. We really wanted to re-tool the game’s look, its world. We had the gameplay we wanted, but it just wasn’t ready for public consumption.

PSB: Tell me a bit about the character and quest. What’s changed since the original debut?


BU: The hero is Finn, he’s a sorcerer’s apprentice and a real hothead: he’s always trying to learn things he’s not ready to learn yet. When the game starts, your master’s magical talking cat, Erline, dares Finn into venturing into the realm of the dead. Finn, being the guy he is, can’t resist.

In the realm of the dead, you accidentally unleash something very, very bad. The consequences are dire for you and the entire world, so the quest is to undo the trouble you’ve caused. You also begin to realize the Erline is much more than a magical talking cat: she’s central to the whole problem that you’ve created. You’re cast somewhat in the role of Erline’s protector, you’re trying to get her from the human world to the heart of the faerie world to fix this problem.

PSB: Once I got my hands on Sorcery, I was particularly surprised by the intensity of the combat. What does spellcasting bring to combat?

BU: We noticed that with a lot of motion-controlled games, it works a bit like Simon Says: you’re told to do something and you do it. But that’s not how action games work. Action games let you be creative, to craft your own solutions to the problems you face. So we wanted a game that taught you easy gestures, which became tools that you can use in combat. You can use basic spells in a variety of ways, but you can also layer them on top of each other to create more complex and powerful spell effects.

PSB: I noticed that when I combined the cyclone spell with the fire wall…

BU: Yeah, the Firenado is great. It’s one of the more powerful spells in the game. But there are lots of clever ways to use it: you can pick an enemy up with a cyclone and push it through a campfire to create a Firenado. Or you can cast a fire wall, shoot arcane bolts through it to create fire bolts, and aim them at a whirlwind to suck your enemy in and incinerate him. There’s a whole array of ways to inflict damage in this game.

PSB: Tell me about Sorcery’s approach to motion controls. What’s your philosophy?

BU: We wanted something very accessible, something you can pick up quickly. The very first spell you learn, arcane bolt, is very simple to use because you just flick it forward. It’s like throwing stuff at your enemy. As you keep using it, you start to realize its depth: you can curve bolts and arc bolts around obstacles. When you start using ice magic, you can slow down enemies, or freeze them repeatedly and smash them with another spell.

PSB: How do the gesture-based puzzles fit into Sorcery?

BU: We don’t want you fighting all the time, partly because it’s a gesture-based game and you’d get tired. So we try to mix up the intense combat with puzzles to solve. The gestures are pretty simple: You mend things, move them around. It’s less a question of figuring out how to do something; you might see something you can get on top of, and you’ll wonder how you can get up there, what you can rearrange. They aren’t intense brainteasers, but it does change the pace in the overall game.

PSB: I noticed that Sorcery employs an automated camera, a bit like God of War. How does it work and why did you take this approach?

BU: We want to keep it simple: If you have to do camera maintenance all the time, it really sucks. We’re not a shooter, but we do learn a lot of lessons from shooters. In a shooter, on a basic level, you want to establish an interesting shooting gallery and let players be absorbed in it. When you encounter a new group of cameras, the auto-camera will shift to focus on them. It’s a function of trying to streamline the game as much as possible.

PSB: Will there be any RPG elements? Will Finn be able to upgrade his abilities over the course of the game?

BU: There’s an alchemy system. As you travel through the world, you’ll discover magical ingredients and you can use them to research new magical potions. There are roughly 56 magical potions in all, and every time you drink one, it gives you a permanent upgrade. You’ll have about a dozen opportunities to do it, so these potions basically become your build tree, your stats, the way you customize Finn. Do you boost your health or your ice powers? Or maybe make your shield bash more damaging?

Sorcery for PS3: Endless Water

PSB: Is Sorcery a shooter? And if not, what is it?

BU: As a designer, I used a lot of the principles of shooter design. I have a shooter background: I worked on Rainbow Six and Ghost Recon. Coming from that shooter background, I learned a lot of lessons about how to build an encounter. But Sorcery is not a shooter. Your fire rate is much lower, you have to deal with Mana limitations, you can curve and arc your shots…we used shooter gameplay as a touchstone, but then we took it way beyond what shooters do.

PSB: Earlier you mentioned a shift in the game’s tone since E3 2010. Could you shed any light on that?

BU: What we showed at E3 was largely organized around a dungeon crawl, and we realized we didn’t want that. We wanted a full-blown fantasy world, not a series of tunnels. A lot of our re-tooling involved moving the action gameplay into a more free-flowing space. The E3 version also had a much younger hero, and the enemies were a lot more cartoonish. We though, “you know, we have a game here that would appeal to a hardcore PlayStation gamer…and it looks a little bit like Spyro!” [laughs] We didn’t want people to get the wrong impression, so we wanted to bring the visuals in-line with the gameplay.


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post #2 of 51 Old 06-17-2010, 05:11 PM
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Looked to me like a Harry Potter knock-off with Move implementation. I need to see more than "it works with Move." Great way to show off Move, but as its own game, it didn't look like much. Show me what makes this game worth playing, Sony.

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post #3 of 51 Old 06-17-2010, 05:54 PM
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Just because Harry Potter is the most famous "boy wizard" doesn't make anything that has a teenaged wizard a "Harry Potter knock off."

Remind me, again, the part of any of the seven HP books that has Harry in a story remotely similar to "a young sorcerer’s apprentice that must master the arcane arts in order to protect her homeland. The Nightmare Queen has broken the ancient pact with mankind and threatens to cover the land in eternal night, sending her foul minions across the land. Players must travel through the dark Faerie Kingdoms to save the land from the darkness that has enshrouded it. The world is based on Irish mythology and tradition."

Because I don't remember that part of the story. I don't see a school for wizardry anywhere in that synopsis.

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post #4 of 51 Old 06-17-2010, 05:59 PM
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Pretty good, but replace the Harry Potter theme with the brutality of Demon's Souls and I'd be sold
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post #5 of 51 Old 06-17-2010, 06:01 PM
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Quote:
Originally Posted by bassmonkeee View Post

Just because Harry Potter is the most famous "boy wizard"

Question and answer.

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post #6 of 51 Old 06-17-2010, 06:21 PM
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Quote:
Originally Posted by confidenceman View Post

Question and answer.


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post #7 of 51 Old 06-18-2010, 06:01 AM
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It's based on Irish, Potter is English, close enough

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post #8 of 51 Old 06-18-2010, 06:40 AM
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Heh - sure it does.

Quote:
Originally Posted by bassmonkeee View Post

Just because Harry Potter is the most famous "boy wizard" doesn't make anything that has a teenaged wizard a "Harry Potter knock off."


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post #9 of 51 Old 06-18-2010, 07:56 AM
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Quote:
Originally Posted by bassmonkeee View Post



My mom works for Sony, and she brought home a copy of "Starhawk BETA"
I quickly slipped it into my trusty PS3, and started playing.


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post #10 of 51 Old 06-18-2010, 09:09 AM
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Looks like fun.

If they bundle it with the controller, maybe I'll pick it up.
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post #11 of 51 Old 06-18-2010, 09:12 AM
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this game looks like a boring, gimmicky, Harry potter knock off

but that doesn't mean millions of idiots won't buy it
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post #12 of 51 Old 06-18-2010, 10:46 AM
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The game isn't even out and you've already labeled the potential buyers as idiots?
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post #13 of 51 Old 06-18-2010, 10:55 AM
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Quote:
Originally Posted by TornadoTJ View Post

The game isn't even out and you've already labeled the potential buyers as idiots?

Always consider the source.

Although, I'm sure any PS3 developer would be ecstatic with "millions" of sales of a new property.

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post #14 of 51 Old 06-18-2010, 12:13 PM
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Quote:
Originally Posted by TornadoTJ View Post

The game isn't even out and you've already labeled the potential buyers as idiots?

no please re-read, i'm saying people like to buy gimmicky crap (like the wii, halo x, call of duty x, etc.) and don't have the time to appreciate good games.
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post #15 of 51 Old 06-18-2010, 12:58 PM
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Hey look how many people drink Bud/Coors/Miller.
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post #16 of 51 Old 06-18-2010, 02:08 PM
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Quote:
Originally Posted by Sonies View Post

this game looks like a boring, gimmicky, Harry potter knock off

but that doesn't mean millions of idiots won't buy it

Quote:
Originally Posted by Sonies View Post

no please re-read, i'm saying people like to buy gimmicky crap (like the wii, halo x, call of duty x, etc.) and don't have the time to appreciate good games.


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post #17 of 51 Old 06-18-2010, 02:40 PM
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Don't know why but those 2 videos came to my mind right away


http://www.youtube.com/watch?v=8oWAb5NVALw

http://www.youtube.com/watch?v=j_ekugPKqFw
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post #18 of 51 Old 06-18-2010, 04:09 PM
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Quote:
Originally Posted by Dashboard View Post

Don't know why but those 2 videos came to my mind right away


http://www.youtube.com/watch?v=8oWAb5NVALw

http://www.youtube.com/watch?v=j_ekugPKqFw

I didn`t even need to click on these to know that one of them was going to be *LIGHTNING BOLT!* *LIGHTNING BOLT!*

Classic.

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post #19 of 51 Old 06-18-2010, 04:44 PM
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I am looking forward to this, can't wait.

I can only imagine what else they will add in the next 9 months of development before the polish period.

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post #20 of 51 Old 06-21-2010, 01:06 PM
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I thought it looked pretty cool. Definitely a fun looking game, especially for a younger crowd. If they add a well-developed story to it and show off more magic combinations, I'll be looking for it next spring. The whirlwind and firewall combo was a nice spell to illustrate spell synergies.

While this game alone wouldn't be enough for me to buy the move tech, if developers actually make games designed around this kind of stuff, I'll be all over it. I'm still waiting for a good motion controlled hack and slash game (although the wii is getting closer with red steel 2 and No More Heroes.)
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post #21 of 51 Old 06-22-2010, 10:02 PM - Thread Starter
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Pre-order pages are up, and this game is going to just cost $40 like the other Move-only titles. Nice!

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post #22 of 51 Old 06-22-2010, 10:20 PM
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I'm not a huge fan of motion-controlled games but actually thought that the E3 demo looked pretty cool This might be worth picking up, especially if my wife would play it...
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post #23 of 51 Old 06-23-2010, 12:08 PM
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the move looks interesting... I don't know if I will have personal interest in it, but it looks like a really cool toy. the move looks to be much more accurate and ready to go than the kinect. there was a kinect demo on the jimmy fallon show that was terrible with twitchy and laggy movement that only seemed sort of based on real-life movement.

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post #24 of 51 Old 08-19-2010, 08:28 AM - Thread Starter
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The gameplay in this GamesCom video is similar to the stuff in the E3 demo, but the music and narration adds a nice touch to it.



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post #25 of 51 Old 08-19-2010, 09:42 AM
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Interesting that the kid in the video is using a DS3 and not a Nav controller.

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post #26 of 51 Old 08-19-2010, 10:23 AM
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Will be fun for families, kids, wives/girlfriends, and parties. Motion "control" never provides real control over anything, and the games are always dumbed down to accommodate for the lack of accuracy and because they know people won't play long sessions. Most adult gamers won't bother with it because the games are usually bad and/or gimmicky (unless you fall in one of the categories initially mentioned). I'm sure it will serve its intended audience well. Lots of money to be made here, so you can't blame them. Personally, I like to sit down and take up as little space as possible while playing games, just as if I were reading a book.

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post #27 of 51 Old 08-19-2010, 10:48 AM
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Heh-- I guess it's safe to say that this comment is based on your vast experience with the Move technology regarding accuracy, real control, game lameness, etc.

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post #28 of 51 Old 08-19-2010, 11:04 AM - Thread Starter
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Indeed. Just about every single hands-on report raves how accurate and precise the Move is. It actually makes certain genres play far better than they do with the standard thumbstick (i.e. FPS & RTS).

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post #29 of 51 Old 08-19-2010, 11:17 AM
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Good, hope it proves me wrong. I should have stated earlier that my opinion is that it will provide gimmicky/inaccurate gameplay. Obviously the truth is yet to come.

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post #30 of 51 Old 08-19-2010, 11:44 AM
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I think both joeblow and tfoltz could be right, depending on the individual game. The Move is capable of tremendous accuracy, but presumably not all games will take advantage of that. Casual players could become frustrated if they have to get a gesture exactly right in order to perform an action, so games aimed at them might feel more "gimmicky," like some Wii titles. Games aimed at hardcore players could be as exacting as the developers/players want them to be. (Note that the Move update for Heavy Rain will apparently have both an easy mode and a hard mode.)
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