‘Sorcery’ backfires

Published



“Sorcery” is the best “Harry Potter” game never made. It transorms the PlayStation Move controller into a magic wand, allowing you to wield all manner of spells against an army of darkness.

Beneath its boy-wizard facade, though, “Sorcery” is a game of serious ambition. Or at least purports to be. The game promises to address, at last, the great imbalance in motion-controlled games: that they receive way more input than they can use. Asked to pantomime swinging a sword upward, a hundred different people will swing a controller upward a hundred different ways. But your garden-variety motion-controlled game translates them all into “up,” reducing this diversity of input into the equivalent of a button press.

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