Sorcery review: is it Move magic?
Check out our Sorcery video review to see the game in action.
Once upon a time there was a peripheral known as Move. It had a bright, squishy, colour-changing sphere at one end and an interesting button covered in swirly lines. Everyone wanted to love it so much and there was the odd glimmer of potential – hello, Sports Champions – but it was never truly given the chance to shine like it knew it could.
And so Move was ignored. It was sad and cried empty tears while left in drawers gathering dust and never saw the light of day. Until now. The tartan-clad, big-booted Finn has been a sorcerer’s apprentice for all of three weeks by the time he causes some serious trouble and destroys a potion being brewed by his elderly master, Dash.
And, of course, when you cause trouble, the best way to fix it is to steal a wand and travel into the Underworld to try to find a vital ingredient for the re-brewing process. The story feels like classic Disney territory as Finn and smart-talking feline Erline travel together into distant realms.
From the ghostly hands creeping through the stone floors of the Underworld to the floating brick roads on the way to the Faerie Kingdom, Sorcery is an easy adventure on the eyes. Accompanied by a scattering of Celtic symbols and tartan, and a rollicking folky soundtrack, it’s a uniquely stylish fairy tale – so long as you pretend not to hear the American accents.
From the moment Finn picks up his newly liberated magic wand, it’s obvious that this is an entirely different kind of Move experience. An experimental wave of the physical wand results in a pleasing mirroring between you and the rogue apprentice. Even a figure of eight motion translates smoothly and instantly to the screen, improbably causing a ridiculous grin in the process.
Firing a spell is a satisfying flick of the wrist, which sends a bolt of lightning in the desired direction. Experimenting with the wand initially has you turning everyday objects into pumpkins and goldfish bowls, just to celebrate that the controller actually knows where you want it to go.
You quickly become a deft Potter-alike with your wand as there are plenty of enemies to destroy and puzzles to solve. A pleasing difficulty curve and the gradual accumulation of a variety of spells and potions means there’s always a new addition to an intuitive control system and another pleasing sense of power.
Whether you’re switching between ice and wind spells, opening chests with a quick swirl of the wand or shaking and drinking health potions by miming taking a swig from the controller, the controls are a joy. The Move wand even does what it’s always threatened to and replicates the colour of whatever tool you are using on screen. A rich red fills the bulb as you shake up health potions.
Finn’s world is filled with hidden areas to explore, chests of unique items to find, potions to brew and bosses to fight. Adventurers both young and old will appreciate the frantic battles against a range of fairytale monsters in medieval villages and deep underground caverns. As if by magic, it seems that Move has finally found its happily ever after.