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Wizards of Waverly Place: Spellbound

Score: 75%
ESRB: Everyone 10+
Publisher: Disney Interactive
Developer: Sarbakan Game Studio
Media: Cartridge/1
Players: 1
Genre: Adventure/ Action

Graphics & Sound:

Although gameplay leaves something to be desired, Wizards of Waverly Place: Spellbound "gets it." There's no way to actually verify my suspicions, but I'm fairly certain a little more research went into the actual show beyond a quick glance at the Wikipedia page and Google search.

Spellbound adopts a scaled-down, almost "Chibi" look for its characters, but still manages to retain the show's bright look. Even in scaled down form, characters are instantly recognizable, as are many of the show's locales, including the Loft and sub shop.

The feeling carries through to just about every aspect of the presentation. Sections are introduced with the same "dancing" transitions seen on the show. They're repetitive, but its little touches like this that really help to make certain licensed games stand out among others on the shelf. Even the music carries the same silly, almost "bouncy" feel as tunes from the show, albeit in downgraded synthesized versions.


Gameplay:

In the theme of "getting it," Wizards of Waverly Place: Spellbound does just as good of a job conveying the idea behind a typical episode of the show as it does in nailing the presentation.

As in the show, the game focuses on the adventures of the Russo kids - Alex, Justin and Max - a group of teens who also happen to be wizards. Also following the show's formula, Alex gets in a heap of trouble early on and the rest of the crew needs to join in and help her out. Spellbound is split into several smaller episodes that end up tying into a larger plot involving a magic dress Alex is making for a wizardry fashion show and a new blonde-headed witch who is trying her best to make sure Alex doesn't finish it in time.

Gameplay is a mix of point-and-click adventure game and action, with a heavier emphasis on the adventure aspects. Each episode, the kids learn a new spell, which is then used to solve a series of area-based puzzles. For example, early in the game Alex needs to break out of class in order to get a look at an off-limits globe showing her dress's location. To do so, she must use a "Move" spell to move bookshelves in order find a mouse hole, which she can then use to escape by turning into a hamster. As new spells are unlocked, the kids gain new ways to solve puzzles, which become more complicated as the game progresses.

Between puzzle-based areas, the kids will need to complete action-based areas, which are basically just short mini-games. In one, Alex and Justin need to navigate a hedge maze while in another, Alex needs to quickly serve subs and collect tabs at the sub shop before Harper and her mysterious boyfriend leave.

Both play styles merge in a series of Challenge games unlocked by completing levels. Each builds on some action element introduced in the level, such as the hedge maze, but adds further complication by requiring spell use. For instance, in order to make it though the Challenge hedge maze, you'll need to scurry around as a hamster while also using "Move" and "Reverse" spells to pass certain obstacles.

Completing Challenges, as well accomplishing most in-game tasks, unlocks new D-Gamer outfits and swag for your D-Gamer character.


Difficulty:

In general, adventure segments are easy to figure out, though this is in spite of the game's mechanics doing its very best to ensure failure.

The main "life" mechanic is an observation meter. As per underage wizard rules, the Russo kids are not allowed to use magic while unsupervised. Of course, they do, which is why they're constantly in trouble. In-game, this is represented as a meter with an attached eye icon. When open, someone can see one of the kids or an object they're trying to enchant, filling up the meter. Once the meter fills, the kids are busted and must replay the sequence from the beginning.

I like the idea behind the meter, but it's broken and ends up crushing a lot of the good the game has going for it. Observers are usually placed right next to your goal. Although they turn their heads and look away, the turn is so far, it's next to impossible to select and cast the spell without getting caught. Patrolling enemies are even worse. If a kid gets anywhere near the observer's patrol area (which is ALWAYS near the puzzle spot), they'll stop and stare at the kid. It's an added frustration that can, and does, force failure on players.


Game Mechanics:

One of the few ways to reduce the possibility of getting caught is the master spells. It won't guarantee success every time, but it at least removes the time it takes to cast the spell.

The casting mechanic is easy, but not without a little bit of challenge involved. Each spell is located on a spell wheel, which you can bring up by holding the stylus on the kid. To cast, you just need to drag the symbol onto whatever object in the environment (including the kids), bringing up a Focus Meter. Here's where the timing differences come into play. Successful casts only happen if you tap the meter while it's in the yellow area, otherwise you'll need to use a really sloppy "line trace" mechanic that never seemed to work properly.

Each time you cast a spell, the yellow area on the focus meter shrinks, making successful casts harder. After ten successful casts, the spell is mastered, and will cast without the extra tap. This makes a big difference.

It's pretty clear there are a few good ideas rumbling under the hood in Wizards of Waverly Place: Spellbound. However, all of the good ideas are more or less crippled by the wonky difficulty issue. Although not present in every level, they happen enough to add some really frustrating moments.

Hardline Waverly Place fans may find the spot-on presentation enough to help them gloss over these issues. If, however, you're simply looking for a game for a younger player, there are better options.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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