In this new behind-the-scenes video, our final installment of our four-part series detailing the making of Sorcery, we discuss what it took to create the game’s vast, magical universe. You’ll gain insight into the numerous creative decisions that we had to make, such as crafting the look and feel of the different environments — from The Realm of the Dead to the Faerie Forest — and the strange and dangerous beasts that inhabit them. You’ll hear from the development team on how we went about making a fantasy world feel otherworldly, details on the backstory behind places like the Endless Stair and the Faerie Forest, and some anecdotes on why the prettiest character in Sorcery is also one of the most dangerous!
In this installment of our “Making of Sorcery” video series, we turn our attention to the music and sound design in this upcoming PlayStation Move title. It was very important to have a Celtic inspired score for this game, but we wanted to do something a bit unusual with Celtic music, almost stretching the use of the instruments where possible in an effort to give the world of Sorcery its own unique sound. As you’ll notice, we have drums, flutes, and other instruments that give the music somewhat of a medieval feel, but at the same time we didn’t want to be limited to that.
We wanted to bring in as many other sounds as possible to create a wider palette. The result is a fusion of traditional Celtic music with more contemporary instrumentation and sound effects that boost the feeling of immersion you get by casting spells with the PS Move controller. Here’s a look, and don’t forget Sorcery will hit stores in North America on Tuesday, May 22nd!
In this installment of our “Making of Sorcery” video series, we take a look at the fantasy surrounding the spell-casting gameplay and tap a few members of the development team (including myself) to discuss the origins of the story. Our key leads at The Workshop and our Santa Monica Studio were able to provide some great insight into the relationship between the main characters, the motivation of our villain, and the inspiration for the world we created. As you know, Sorcery brings the world of magic and wizardry to life using the PlayStation Move motion controller. To give you a quick refresher on the story and gameplay…the Nightmare Queen has broken the ancient pact with mankind and threatens to cover the land in eternal night.
This is the first post in a four-part series from the development team about the making of Sorcery. In this video we talk about how artists, engineers, and designers at The Workshop designed the game to take advantage of the unique capabilities of the Move controller in order to create a completely original spell-casting experience.
While some motion-controlled games feel like you’re playing “Simon Says”, the gestures in Sorcery are fluid and organic. Aiming spells and chaining them together into powerful combos requires both creative thinking and quick reflexes. Here’s a look…
Now that we’re a month out from the May 22nd launch of Sorcery, I’m pleased to show off our final box art, along a brand new trailer that dives in the story behind this much anticipated PlayStation Move title. Some elements of the story were remarkably consistent throughout development process, while some have changed quite dramatically. The two main characters – Finn, the sorcerer’s apprentice, and Erline, his magical cat – were there almost from the beginning. We always knew they were on a quest to reach the Slumbering Palace at the heart of the Faerie Realm. However, WHY they were on this quest, and WHO was trying to stop them kept shifting. Here’s a look (above).
A lot of the details of the story grew organically out of gameplay. The team would have a cool idea for an enemy or a puzzle or an encounter and I’d weave the rest of the narrative around it. For example, the civilization of the bogeys (an early-game enemy) is crude and brutal because that’s how they behave when they attack. And a lot of the mythology of the Faerie Forest had its roots in the boss battle you fight there.