In this installment of the making of Sorcery, we take a look at the fantasy surrounding the spell-casting gameplay. Different members of the development team talk about the origins of the story — the fantasy of having a magic wand, the relationship between the main characters, the motivation of the main villain, and the inspiration for world we were trying to create.
Posted on 8 May by Brian Upton – Creative Director, Santa Monica Studio












4 CommentsAdd Yours
1
Posted on 8 May, 2012 at 7:57 pm by SuperMegaUltraMe
Cant wait to get this game.Thanks for giving my move a new epic adventure
2
Posted on 8 May, 2012 at 7:58 pm by SuperMegaUltraMe
Brilliant, cant wait to get this game. The first game ive seen in a while that tops my must own list.
3
Posted on 8 May, 2012 at 8:51 pm by RockLobster2074
I’ve been waiting for this game since E3 2010. I can’t believe it’s finally almost out.
4
Posted on 8 May, 2012 at 11:11 pm by fleinn
Oh, dear. A game with writing in it! IGN is going to be angry now.
Seems interesting, though. I’d like to know more about how things move along outside the cutscenes, and if the encounters are a bit deeper, maybe. If the personality of the creatures and bosses and so on comes out in the way they fight. And if that changes as it goes on. Instead of, you know, there’s an audio loop taunting you until the hit-points run out.
Still, looks great. Hopefully it does well.
Really like the tail on the cat.
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