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Sorcery Review: Three Fighters, One Fight, Fourteen Years On

A grim tale of three fighters bound together in battle, wherein sorcery grants a player dominion over many souls.

By mitch·2 min read
A solitary fighter stands surrounded by darkness, his companions waiting beside him as a great enemy looms.

Sorcery asks players to control three characters at once, and that idea alone makes it worth talking about. Each of the three fighters handles differently, and switching between them while fighting adds a layer of strategy that most action games don’t bother with. The result is a game that feels distinct from start to finish.

Trailer, via PlayStation.

The Three Fighters

The game hands players full control over three separate fighters, each built around a different style of play. Switching between them mid-fight lets players answer threats in ways a single character could never manage alone. That freedom is the whole reason the game exists.

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Combat Against Enemies

Fights against enemies are quick and easy to follow. The controls react fast enough that mistakes rarely feel unfair. Boss fights ask players to pay attention to what’s happening across all three characters, since bosses often target two fighters at once.

Setting and Sound

The setting is dark and detailed, with lighting that gives every room a sense of weight. The music matches the mood, staying quiet during calm moments and building during boss fights without ever becoming too loud.

Presentation

The presentation holds up well. Character animations look smooth, and the game’s use of light and shadow gives even simple rooms a sense of depth. Nothing here looks rushed.

Weak Points

Some parts of the game repeat ideas players have seen elsewhere, and the difficulty can rise suddenly without warning. Players who haven’t spent time learning enemy habits may find themselves stuck for longer than expected.

Length

The campaign runs for a solid amount of time, giving players plenty of room to grow comfortable with the three fighters before the game ends.

Replay Value

There isn’t much reason to return after finishing once. The game doesn’t offer a New Game Plus mode or extra content beyond the main story, so there’s no reason to play through again.

A Look Back

Element Strength
Fighting system Innovative, engaging
Difficulty Unpredictable rises
Setting Dark and detailed
Music Quiet and fitting
Length Solid, satisfying

Sorcery succeeds because it commits fully to its core idea. The three-fighter system gives players real choices during fights, and the game rarely wastes that strength. It’s not a perfect game — some fights feel borrowed from other titles, and the difficulty can jump unexpectedly — but its ambition shows in every fight it puts on screen.

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