Sorcery! Part 3 reviews

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.