Average Playtime: 3 hours

Sorcery! Part 3

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About

An open-world narrative adventure through a cursed wilderness of monsters, traps and magic. Hunt down the Seven Serpents, cast powerful spells that shape the story, and explore everywhere. Begin your journey here, or continue your story from Parts 1 & 2.

+ Explore everywhere - move freely through the world, any way you want, creating your own unique story
+ New time beacons allow you to alter the world dynamically - travel through the present, or into the past, or mix the two
+ Thousands of choices - all are remembered, and shape your adventure
+ Thirty new enemies, including seven deadly serpents, each with their own strategies - and weaknesses
+ Adapted from the best-selling gamebook series by legendary game designer Steve Jackson
+ Swindlestones is back! The game of bluff and deceit is back, with new, smarter, opponents
+ New spells to discover and new magic to master
+ Five Gods, all with different quirks and powers
+ Start your adventure here, or load your characters and choices from Parts 1 & 2
+ New music from "80 Days" composer Laurence Chapman
+ New 3D hand-drawn maps to explore by Mike Schley

"Sorcery! 3 is unlike anything you’ve ever played. Its mix of puzzle-solving, combat, and choose-your-own-adventure stylings have created a unique form of entertainment that I cannot wait to get back into" - Pocket Tactics, 5/5

"[One] of 2015’s best iPhone games", TIME magazine

"This dragon-centric chapter of Sorcery! 3 does a fantastic job of keeping things dynamic and interesting, and better yet, its new puzzle-like aspect gives it the kind of magical, surprise-filled, combat-related fun fantasy fans live for." - Examiner.com, 5/5

The land of Kakhabad is a wilderness - a ruined desert, a tangled forest, cruel mountains and fissures, all guarded by seven fearsome serpents. But you must cross this land if you are to reach Mampang and the Crown of Kings. Rely on your wits or fight your way through - play with honour, or lie, cheat and steal - the choices are all yours.

From the creators of TIME's Game of the Year 2014, "80 Days", comes the third instalment in the acclaimed Steve Jackson's Sorcery! series. An interactive story told through thousands of choices, all of which are remembered, where no two adventures are the same.

"Sorcery! 3 demonstrates just how wonderful interactive fiction can be." - 148apps

"A seminal moment in interactive fiction" - Gamezebo

"A vast and engaging third chapter that expands brilliantly on the first two" - PocketGamer (Gold award)

"An amazing adventure... easily the biggest and most satisfying gamebook ever released on iOS" - TouchArcade, 5/5

Adapted and expanded from the million-selling gamebook series by legendary game designer Steve Jackson, co-founder of Lionhead Studios (with Peter Molyneux) and co-creator of Fighting Fantasy and Games Workshop (with Ian Livingstone).

Using inkle's unique inklewriter technology, the story is written in real-time, built around your choices and actions.

Praise for the Sorcery! series:
* "I love this app... better than any gamebook ever was in your head when you were a kid" - 5/5, Interactive Fiction of the Year, Pocket Tactics
* Top 20 Mobile Game of 2013, Touch Arcade
* Top 25 Mobile Game of 2013 Gamezebo
* Gold Award, Pocket Gamer
* "Some of 2013's best interactive storytelling" - IGN
* "inkle's adaptation of Sorcery! takes the genre to a whole new level" - Kotaku
Platforms
Release date
Developer
inkle
Publisher
Inkle
Age rating
Not rated
Website
http://www.inklestudios.com/sorcery

System requirements for Android

2.3 and up

System requirements for macOS

Minimum:
  • Processor: 1.4 GHz
  • Memory: 1 GB RAM
  • Storage: 300 MB available space
Recommended:
  • OS: OS X 10.11
  • Processor: 2 GHz+
  • Memory: 4 GB RAM
  • Storage: 300 MB available space

System requirements for PC

Minimum:
  • OS: Windows Vista
  • Processor: 1.4 GHz
  • Memory: 1 GB RAM
  • Graphics: Requires OpenGL 2.1
  • DirectX: Version 9.0
  • Storage: 500 MB available space
Recommended:
  • Memory: 2 GB RAM
  • DirectX: Version 10
  • Storage: 500 MB available space

System requirements for iOS

iPhone 4, iPad 2 Wifi, iPad 2 3G, iPhone 4S, iPad Third Gen, iPad Third Gen 4G, iPhone 5, iPod Touch Fifth Gen, iPad Fourth Gen, iPad Fourth Gen 4G, iPad Mini, iPad Mini 4G, iPhone 5c, iPhone 5s, iPad Air, iPad Air Cellular, iPad Mini Retina, iPad Mini Retina Cellular, iPhone 6, iPhone 6 Plus, iPad Air 2, iPad Air 2 Cellular, iPad Mini 3, iPad Mini 3 Cellular, iPod Touch Sixth Gen, iPhone 6s, iPhone 6s Plus, iPad Mini 4, iPad Mini 4 Cellular, iPad Pro, iPad Pro Cellular, iPad Pro 9.7, iPad Pro 9.7 Cellular, iPhone SE, iPhone 7, iPhone 7 Plus, iPad 6 1 1, iPad 6 1 2, iPad 7 1, iPad 7 2, iPad 7 3, iPad 7 4, iPhone 8, iPhone 8 Plus, iPhone X, iPad 7 5, iPad 7 6, iPhone X S, iPhone X S Max, iPhone X R, iPad 8 1 2, iPad 8 3 4, iPad 8 5 6, iPad 8 7 8, Watch 4, iPad Mini 5, iPad Mini 5 Cellular, iPad Air 3, iPad Air 3 Cellular, iPod Touch Seventh Gen
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Last Modified: Jan 5, 2024

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Sinkler

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Sorcery! Part 3 reviews and comments

Translated by
Microsoft from Italian
I take back the comment using the original book of the Sorcery GameBook series series! -Spell (appeared for EL) as a comparison. Compared to the first episode, very conservative, this in Bakland, on the trail (intended both as prey and as a predator) of the Seven snakes, it fits all. The developers gave Stura freedom to creativity and created their own world in the world, probably also inspired by Titan, the setting created by Steve Jackson and Ian Livingston for their games. So What's changing? That in practice we will have two parallel worlds that represent different eras of which we will move exploiting the "headlights", mysterious, ancient towers that soar over the landscape. This mechanics literally adds a new dimension to the original, and is a gimmick that is hardly thinkable for a librogame. Of each event and place we will have two versions, often interconnected. I Have the impression that the new parts written specifically for the video game are better integrated in the story than in the previous episode of Kharé. I found particularly suggestive and well structured the encounter with the sorcery on the mountain, which introduces a promising new use of magic (another novelty?). What still upsets the original storyline is the total freedom of movement: you can go back and forth and retrace every place without limits, and the game will remember. So, and this is the fundamental consequence, you can go meticulously chasing all the snakes to eliminate them. But at the same time it Is lacking that sense of urgency and having to advance at all costs, even on the wrong path, of the Seven paper Snakes, which contributed in large part to the tense atmosphere of the book. Conversely, the infamous crossing of Lake Ilklala will be a little easier (and it is not necessary to pass by Fenestra). You can be sure that everything in the book (including the illustrations) is found (perhaps slightly modified) even here, in the midst of everything else, sometimes uncombined on the spatial or temporal plane. Going more in the technician: I found not trivial the fights, and on average a little too difficult. Magic should help more: I think of the book, where the right thought at the right time solves almost everything. Instead, an enemy, even if wounded, maintains the same force, and often is obliged to clash (see Lunar serpent). It Is also difficult to manage the ability, because it seems too easy to lose it (I came to have a ridiculously short power bar) and it is never clear when, how and to what extent that happens. It would be useful a clear value of Skill next to the Resistance. In Short, the game was a successful venture of innovation of a great classic and the result is commendable. It does Not have the charm and suspense of the original, but it is compelling, it does not betray the spirit and has much to offer even to those who know the book games in Menadito! As a passionate, I feel like I'm Straconsigliarlo!
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Translated by
Microsoft from Danish
The game tells you many times that no decision is final. But I went into the well and died. And it was final. No rewind. In the next game I got strangled by a bush. No rewind. Apart from that I like the game. It is a quite game where the story unfolds in lot of reading and choises. More like a book (go to page...). Sometimes the lack of choises do take the fun out of the game. Its a pity if you must search for solutions on walkthroughs. But I am tempted as I have now lost everything twice.
Translated by
Microsoft from Italian
I also played in the first two chapters of this series of historical game books and this chapter, along with the second is definitely the most compelling. You are the hero sent by the King to recover the Crown of Power stolen by the treacherous Archmage, an artifact that could cause a war of epic proportions. In This chapter, after surviving the pitfalls of the city of Thieves you will have to cross arid stretches to get to his fortress and kill his messengers that may warn him of your coming. Gorgeous.
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