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About the Story
Per the first game in this series, this is an adaptation of a print-based game book originally published in 1983, updated for modern touch-screen devices. The player quests across a fantasy map (this time of a single city, versus the first game's rolling countryside), dealing with all sorts of encounters using a text-based choice system. Character stats, a turn-based combat mini-game, and a rules-bending magic system all add twists to the tale.
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Number of Reviews: 2
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I wasn't blown away by the first Sorcery! That game hewed very closely to the standard gamebook format: you traverse a garden of forking paths by making unmotivated choices ("go left or go right") towards a predestined end. To its credit, it managed to be quite a bit more merciful than the original books while keeping the charm of such adventures intact; but all in all, it wasn't precisely a shining example of game design. I hesitated for a bit about whether I wanted to buy the second part as well. I'm very happy I did.
On the surface, Sorcery! 2 looks a lot like the first game. Combat works in the same way, there is still the same rather cumbersome magic system, and you still drag your character across a nicely drawn map. This time, the map is a of a city and we also get maps of the interiors of buildings and even of a sewer system; but that alone need not make a major difference.
In other ways, however, Sorcery! 2 differs markedly from its predecessor. Most importantly, instead of the uninspiring quest of getting to the other side of the map, we are now tasked with finding four missing nobles, each of whom knows one line of a crucial spell. Successfully completing this mission requires the accumulation of many hints and clues which allow us to slowly understand what is happening in the city. Combined with a game mechanic -- I won't spoil it -- that allows the player to traverse the city almost at liberty, what we have is much less a traditional gamebook structure and much more an interactive investigation in which the player can make informed choices about where to go next. The plot is good; the sense of discovery is real; and finding all the clues feels very satisfying.
It also helps that the game is much, much bigger than the first game. I assume that the makers felt more free to take liberties with the source material, because there is no way all this content could have fitted into the original book. There is so much to discover, there are so many pieces of the story to fit together, and there are so many opportunities to just have fun in the game (including by challenging people to play the excellent little mini-game Swindlestones), that Sorcery! 2 will keep you busy for quite some time.
To a certain extent, the aims of the game are limited. This is still very much a sword&sorcery fantasy yarn with much emphasis on plot and adventure and very little on emotional or philosophical depth. But I find it hard to imagine a game that would more successfully combine the sensibilities of a fantasy gamebook with those of the modern player. Coupled with my intense enjoyment of the experience, that leads to a 5-star rating. Highly recommended.
I love this game. Travel through the city of Khare using a beautiful 3d map and posable figurine. This city is a den of thieves, traps, liars, sorcerors, the undead, and worse. A stew pot of evil where the weak are mercilessly worn down, you must find a way to leave the city, or to save it.
By far the longest CYOA I have played. Allows unlimited rewinds to undo any number of actions. Innovative combat and gambling systems. Spells that you cast with 3 letter combinations with available letters changing at different locations. God's to serve, people to kill or save.
High fantasy at its best. Very strongly recommended.
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This is version 4 of this page, edited by jakomo on 10 October 2016 at 2:22pm. - View Update History - Edit This Page - Add a News Item