Hogwarts Legacy
I'll not waste much time discussing the controversy surrounding the game. Everyone has to form their own opinion about it and decide for themselves whether they'd want to support it or not. As author of the HP books, J.K Rowling naturally profited from this project, even though she was not involved in the creative process and the dev team does not seem to endorse her views. They even made sure to stress inclusiveness with certain characters, although they did so more by telling than showing, so both sides of the fence will have something to complain about. I'll just ignore this in my review and focus on the rest.
The most stunning aspect of the game are probably the beautiful visuals. I really liked the views, the landscapes, the castle and ruins, and in this regard, the open world is a pleasure to explore. There are also a lot of details to discover when strolling the corridors of the wizard school, lots of casual conversations and animations that breathe life into the setting, which is additionally aided by great sound design. I also enjoyed the soundtrack and I liked the voice acting a lot. The character customization was fun, and flying on a broomstick was a hoot (despite the absence of Quidditch in the game). The layout of the Hogwarts buildings was a bit confusing and you could seriously get lost in there, but I believe this is in line with the novels and films, so well done. Last but not least, I appreciated that they didn't just base the lore on the HP books but also included the better aspects of the Fantastic Beasts series, so that on top of playing a student of magic at Hogwarts like Harry Potter, you also get to be a rescuer and caretaker of magical beasts like Newt Scamander. All in all, they captured the setting and lore very well and made sure fans of the franchise would feel right at home. I'd definitely recommend the game as a touristic journey into the world of HP,
The story was a bit of a mixed bag. Some parts of it, like the beginning and finale, were exciting, others felt needlessly drawn out, and on the whole, the plot was a bit too simple to really draw me in. But at least it wasn't such a convoluted, unconvincing mess as the plots of the Fantastic Beast movies. The characters of teachers and students didn't particularly stand out to me, but they were likable enough, maybe with the exception of Sebastian, who - unsurprisingly and stereotypically - was of House Slytherin and got more and more annoying over the course of the game; I wasn't too fond of the writing regarding his character, and also how you are more or less forced to go along with that. Sure, you could skip some of his quests, but not all of them, since his theatrics also affect the main quests. I also didn't like how casually they treated the forbidden curses and especially the killing curse Avada Kedavra, in part. (Or killing in general, which you will do all the time in this game.)
So now that I've talked about setting and story, next up is gameplay. And that is mostly based on your average open world game à la Ubisoft, mixed with Arkham/AC style combat. In some way the devs get creative adapting this to the Hogwarts setting, but in others they fail to make it convincing.
I will have to say that I enjoyed the combat system very much. The game is rather easy on the whole, but I didn't mind because it's just so much fun to feel so powerful and have so many different (and familiar) spells and consumables at your disposal ... that I hardly ever used them all. But it gives you enough room to customize your playstyle. And I love how everyone always calls out the name of the spells while casting, that's just so unique and funny. What was a bit inconvenient though is having more spells than fit into your quickslots (4 sets of 4 slots, at max). And some of those spells were only needed for rare, very specific puzzles in the game, but I was often forced to switch out my current spell setup just for a required single use of one particular spell. I wish you could have at least prepared different (meta) sets of your setups that you could have switched to and back from with the press of a button, instead of having to switch out single spells all the time. (The same, btw, goes for the cosmetic costumes. I enjoyed changing my character's outfit from time to time, but you always have to find and switch out individual parts like hat, gloves, glasses, cloak etc. and can't store whole outfit combinations for quick access.)
As for the creative part of the open world gameplay, I liked, for example, that they based it on the idea of a field guide with various challenges to beat and that you got xp, level ups and rewards mostly just from completing these challenges. (Even though, admittedly, it was not really fitting to the narrative either, when at school they often tell you to stay out of danger, not go to the Forbidden Forests and such, but then your field guide, given out by school, requires you to defeat lots and lots of dark wizards and spiders and trolls and such).
Concerning the fails in copying your typical open world formula, I didn't think it was fitting to the Harry Potter world at all to make students hunt after measly loot and even break into houses for it or rob the teachers right under their noses, without them even taking notice. All the treasure chests and flour sacks and money pouches were way too much and too distracting, preying on your OCDs with little gain for the players. You can also easily fall into the trap of constantly using your Revelio spell key to highlight/reveal all the loot containers in your surrounding for fear of missing out. And even though I know noone forced me to do it, I still think the game would have been more enjoyable without it. The worst offender, however, was combining the Alohomora spell with the most trivial lockpicking mini-games and then have so many locks in the game. Why do I need to pick a lock when I already cast the opening spell on a door? It makes no sense at all, it's just tedious, copy-pasted busywork that makes the game feel more repetitive than it has to be. I also didn't like that a quest requires you to pick lots and lots of level 1 or level 2 locks and hunt for lots and lots of collectibles just to grant you the skill to open level 3 locks and do more of the same. (Oh, and speaking of minigames, the one they make you do for learning each spell is so pointless and unnecessary, it can't even be called a QTE event, it's completely without challenge. I did like the Summoner's Court game though - which was an actual game - and the flying challenges were alright, too).
Other aspects I found subpar: You can only ever track one quest at once. And there is too much traveling to and fro for quests. You've got fast traveling options, but in combination with the above that means you'll constantly interrupt gameplay in order to open your map and jump back to where you need to be, resulting in lots of loadscreens, which I found a bit immersion-breaking. Also, large parts of the game felt like an on-going tutorial. I guess I shouldn't be too surprised about that, seeing that the game is about attending a school, but it was pretty tiring still. I often postponed quests about teaching me the basics and explored the open world instead, because it was just too much and never seemed to stopped. Many quests felt more like a chore than something I was excited to do, but you have to trudge through in order to get all of your spells and access to all of the systems. If you spent 50-60 hours with the game, a few hours worth of tutorial might not seem like much in comparison, but it's still a few HOURS worth of tutorial, and who really enjoys having to go through that?
Some things also didn't work quite as well as they should or were buggy, e.g. characters talking were interrupted by voice mail messages or vice versa, or characters would give you hints on puzzles after you've already solved them or while you're (predictably) engaged in combat and likely didn't even notice the puzzle yet. One character would admonish me for stealing from someone else like an NPC had tried to make me do when in truth I just gave that NPC what he wanted out of my own supply, without ever needing to break into another's house. In one scene, a previously populated town was overrun with monsters to fight, and the NPCs like a merchant had been removed or made invisible for this scene, but that didn't prevent this merchant from still speaking his one-liners as if he was still standing there. And a few times, I managed to get stuck in the environment, but to the dev's credit, that was a rare occasion in such a big open world, and it was easily rectified by reloading (you can save manually most of the times, and the game also autosaves a lot, so I never really lost significant progress).
So, it's not exactly a perfect, must-play title, but still a quite solid open world game and I found enough to like here that I would recommend it at least to HP fans who don't feel the need to boycott it for external reasons.
Post edited 13 hours ago by Leroux