ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

PlayStation Move’s motion controller was the whole point of this 2012 wand game

Sorcery on PS3 turned the PlayStation Move into a magic wand. A 7.6/10 review of The Workshop's motion-casting action-adventure and its thin story.

By mitch·6 min read
A solitary fighter stands surrounded by darkness, his companions waiting beside him as a great enemy looms.

Sorcery turns a wand into a controller and a PlayStation 3 into a spellbook. The Workshop’s action-adventure shipped on PlayStation 3 with one job above all others: prove the PlayStation Move could be more than a pointer for shooting galleries. You play Finn, a young sorcerer’s apprentice, and the Move controller is your wand. The Nightmare Queen has broken an ancient pact with mankind and wants to bury the land in eternal night. Finn and a magical cat named Erline have to stop her.

That premise is not the reason to play Sorcery. The wand is.

Trailer, via PlayStation.

Advertisement

Finn and the Nightmare Queen

The story is simple and it knows it. The Nightmare Queen has shattered the pact that kept her in check, and her minions now range across the countryside. Only one of the fabled Sorcerers can end her, which is a problem, because Finn is not one yet. He is an apprentice.

Erline, a magical cat, travels with him. The two move through the dark Faerie Kingdoms, a world built on Irish mythology rather than the usual pseudo-European fantasy furniture. That choice does real work. The Faerie Kingdoms feel like a place with its own rules instead of a backdrop borrowed from a dozen other games.

The stakes are stated plainly: save the land before it is plunged into Nightmare. Sorcery does not complicate that. It sets a goal and hands you a wand.

Five Spells and a Wand

The combat system is where Sorcery earns its keep. Five elemental spells — Earth, Ice, Fire, Wind and Lightning — form the core, alongside Finn’s standard Arcane Bolt attack. Context-sensitive spells such as Telekinesis round out the set.

The PlayStation Move is not optional here. Casting magic and brewing elixirs both run through the controller. That is the whole design bet, and it is a real one.

What you do with those spells:

  • Defeat enemies across the Faerie Kingdom
  • Solve puzzles that gate your progress
  • Craft new potions and brew elixirs
  • Collect dozens of potions and numerous other items
  • Recover ancient knowledge from the City of the Drowned
  • Aid the local townsfolk

That list is the shape of the game. Sorcery is a puzzle-adventure with an RPG’s collecting instinct, and it wants you to combine ancient, primal spells of the old world into attacks heavy enough to matter. The pitch is that a spell is not a button. It is a motion you make.

The City of the Drowned

The journey runs through the Faerie Kingdom, and the City of the Drowned is the stop that sticks out. Recovering ancient knowledge there gives the quest a spine beyond killing whatever the Nightmare Queen sends.

Aid to townsfolk is the other half of the loop. It is thin, but it keeps the world from being a corridor of enemies. You are an apprentice doing errands and finding old lore, which fits a character who has not yet earned the title of Sorcerer.

The problem is that the game never pushes Finn past that. He starts as an apprentice and the arc bends toward saving the world, but the writing does not give him much to do between those two points besides cast and collect. Erline is a companion, not a character with weight. The Nightmare Queen is a threat with a title.

What the Move Controller Changes

Here is the honest split. Sorcery is a game that lives or dies on whether you enjoy casting with your arm. The Move controller as a magic wand is not a gimmick bolted onto a standard action game — it is the standard action game. Attacks, elixirs, Telekinesis: all of it routes through the wand.

That means the ceiling is high and the floor is low. When the motion reads cleanly, the fantasy lands. You are not pressing a button labeled Fire. You are drawing a spell.

When it does not, the whole thing wobbles, and there is no second control scheme to fall back on. Sorcery commits. That commitment is worth respecting even when it costs the game.

The five elements give the combat enough texture to survive repetition. Earth, Ice, Fire, Wind and Lightning are not interchangeable, and combining primal spells is the intended path to damage. The puzzle work and the potion crafting give you reasons to switch. It holds together.

A Short Game With a Long Shadow

Sorcery arrived in 2012 on the PlayStation 3, developed by The Workshop and published by Sony Computer Entertainment. It was also released in Japan under the title Lord of Sorcery. It is single player, third person, and it does not pretend otherwise.

The game’s critical reception landed at 7.6 out of 10, an aggregate across five outlets. That number is the right neighborhood.

Ranking what Sorcery actually delivers:

  1. The Move controller as a wand — the reason the game exists, and the best thing in it.
  2. The five elemental spells and the combination system — enough depth to carry the combat.
  3. The Faerie Kingdoms and the Irish mythology foundation — a setting with a point of view.
  4. The City of the Drowned and the ancient knowledge thread — the strongest stretch of the journey.
  5. Finn, Erline and the Nightmare Queen — functional, thin, and the reason the game never rises above its mechanics.

Where Sorcery Lands

The order of that list is the review. Sorcery is a good game built on one good idea, and it never finds a second one. The wand is the idea. The setting is a strong supporting choice. The story is scaffolding.

This is not a knock on ambition. The Workshop built a full action-adventure around a controller most developers treated as an accessory, and it made the wand feel like a wand often enough to justify the experiment. Five elements, context-sensitive Telekinesis, elixirs you brew with your own hands: that is a real game, not a demo.

What holds it at 7.6 is everything around the wand. Finn is an apprentice for the whole run, and the game never lets him become anything else in a way you feel. Erline is a cat who travels with you. The Nightmare Queen is a name on a threat. The Faerie Kingdoms are more interesting than the people standing in them.

The puzzle and collection layers do their job without ever becoming the reason to keep playing. You solve them to get back to casting.

The part worth watching is not Sorcery itself. It is what the wand proves. Motion casting works when a game is designed around it rather than decorated with it, and Sorcery is the clearest evidence the PlayStation 3 era produced on that point. The game is a solid adventure with a thin story and a controller that finally had something to do.

Sorcery is worth playing for the spellwork and worth remembering for the bet it made. Score: 7.6 of 10.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.