Game review
Sorcery! Part 3
7.5 / 10
- Developer
- inkle Ltd
- Publisher
- inkle Ltd
- Released
- 23 April 2015
- Platforms
- Windows, macOS
- Genre
- Interactive Gamebook RPG
- Monetisation
- One-time premium purchase; no DLC, no in-app purchases
- Players
- Single-player only; no online, co-op or PvP modes
The short version
Sorcery! Part 3 takes a real structural risk with a beloved formula: where the first two entries in inkle's adaptation of Steve Jackson's Fighting Fantasy gamebooks were linear, branching experiences, this one opens into a genuinely explorable world with dual past-and-present timelines players navigate using magical beacons. Most reviewers, including longtime fans of the original books, call it the series' high point — one describes it as not just the best Sorcery! game but "one of the best RPGs of recent years."
This game's single most-upvoted review disagrees sharply, and in detail, about the exact same redesign. It describes the open world as poorly implemented — excessive backtracking between timelines, large stretches of genuine filler content, and the series' existing RNG and cryptic- puzzle tendencies "ramped up to 11" rather than refined. Both readings engage with the same specific design choice; they just land in opposite places on whether it worked.
Biggest strengths
- A genuine structural risk that pays off for most reviewers: trading linear branching for an explorable, dual-timeline open world, praised by longtime fans as the series' most ambitious and rewarding entry
- Passionately praised writing and adaptation quality, with reviewers who grew up on the original Fighting Fantasy books specifically crediting inkle with meaningfully improving on the source material rather than just digitizing it
- A distinctive time-travel beacon mechanic letting players reshape the same landscape across past and present, praised specifically as a clever, well-executed idea when it works
Biggest weaknesses
- The single most-upvoted review in this game's history argues the open-world redesign is poorly implemented, citing an "absolutely absurd amount of backtracking" between the two timelines to progress
- The same detailed review describes large sections of the map, including an entire swamp zone it estimates at a third of the total area, as functionally empty filler content
- That reviewer also argues the series' existing tendencies toward harsh RNG, cryptic unexplained puzzles, and instant, arbitrary deaths are present in greater concentration than in the first two games rather than refined for the larger format
Who it's for: Fans of interactive fiction and gamebook adaptations who want real structural ambition and don't mind some backtracking and cryptic puzzle-solving to get it. Less suited to players who want the series' earlier, tighter linear pacing, or who are sensitive to genuine tedium in open-world exploration.
Our recommendation: Worth playing as the series' most ambitious entry, especially for fans of the first two games — just go in aware that its open-world redesign is genuinely divisive even among people who love this series, not universally beloved.
7.5 / 10
Few interactive fiction series get to make a genuine mid-series format change while keeping the bulk of their audience along for the ride. Sorcery! Part 3 does something a lot of long-running series avoid: it takes a real structural risk with a formula that was already working. Where the first two entries in inkle's adaptation of Steve Jackson's Fighting Fantasy gamebooks offered linear, branching stories, this one opens into a genuinely explorable world split across two timelines, past and present, that the player reshapes using magical beacons. Developed by inkle, the studio later known for 80 Days and Heaven's Vault, this entry shows the same appetite for structural experimentation that would come to define much of the studio's later work. One reviewer sums up the premise directly: track down seven serpents before they can warn a wizard the player is crossing his kingdom to kill him, navigating a landscape where "the entire land is actually two worlds because each has a present and past version."
An ambitious redesign most reviewers say pays off
The response to that redesign is, for most of this game's reviewers, enthusiastic and specific. "This is the real reason you should try this series," one review states, calling the first two entries "a prelude to the glory" of this one. Another goes further, calling it not just the best Sorcery! game but "one of the best RPGs of recent years," specifically crediting the "multiple layers of time travel and enormous non-linearity." Reviewers who grew up on the original Fighting Fantasy books add real weight to this praise, several stating they were skeptical inkle's digital adaptation could improve on beloved source material and were won over specifically by how well this entry expanded the format. A small, specific detail recurs with real fondness across multiple reviews: an in-fiction deity who directly calls out the player for save-scumming, a self-aware touch reviewers clearly enjoy.
A detailed dissent about the exact same choice
Set against that enthusiasm is this game's single most-upvoted review, and it isn't a different complaint — it's a detailed argument about the same open-world redesign everyone else is praising. "The problem is that it wasn't implemented very well," the review states, describing "an absolutely absurd amount of backtracking" required to fully explore both the present and past versions of the map, and estimating that an entire swamp zone — a full third of the game's area, by this reviewer's count — amounts to functional filler, an "endless cycle of getting stuck in the mud." The same review argues the series' existing rough edges (harsh, arbitrary-feeling RNG, cryptic unexplained puzzles, sudden deaths from unclear choices) aren't refined for the larger open format but "ramped up to 11" instead, including scripted encounters that strip the player's equipment outright. This is worth reporting alongside the praise rather than treated as an outlier opinion the aggregate score can simply overrule — it's a specific, detailed account of the same design choice landing very differently for a player clearly invested enough in the series to notice the details.
A specific anticlimax complaint about the serpent battles
The same detailed critical review raises one more specific point worth separating out from the broader open-world critique: several of the seven serpent encounters that anchor the game's central quest are resolved not through a climactic confrontation but through a specific item that functions as an instant win, settled "within the span of a few dialogue options" rather than a genuine boss fight. The reviewer acknowledges the original book series had a similar issue, but argues the format change to a larger, more ambitious game was a missed opportunity to address it rather than carry the same anticlimax forward at a bigger scale. It's a specific, structural complaint distinct from the backtracking and filler issues above, and worth weighing on its own terms.
A replayability question the redesign raises
That same critical review also questions how much the open-world format actually delivers on replay value compared to the earlier, more linear entries. Where Part 1's branching paths "automatically exclude other paths and significantly change the story" on a replay, this reviewer argues Part 3's more open structure would likely produce "the same experience" on repeat playthroughs despite its larger scope. That's a meaningful counterpoint to the format's apparent promise of more freedom — bigger and more open doesn't automatically mean more variation between playthroughs, and it's worth weighing against the enthusiastic praise for the game's non-linearity above rather than assuming the two framings simply agree in different words.
Where it lands
Sorcery! Part 3 earns its Very Positive reception through a genuine willingness to take a real structural risk with a beloved format, and for most of its reviewers, especially those with deep history in the original books, that risk paid off. But the sharpest, most detailed critical voice in this sample makes a specific, credible case that the same open-world ambition introduced real tedium and amplified the series' existing rough edges rather than smoothing them out. Both readings are engaging honestly with the same design choice — which one lands for a given player likely depends on how much patience they bring to backtracking and cryptic puzzle-solving in exchange for genuine structural ambition. Either way, this remains a series willing to take real creative risks with an established format rather than simply repeating what already worked, and that alone sets it apart from most gamebook adaptations on the market.
Pros and cons
Pros
- A genuine structural risk that pays off for most reviewers: trading linear branching for an explorable, dual-timeline open world, praised by longtime fans as the series' most ambitious and rewarding entry
- Passionately praised writing and adaptation quality, with reviewers who grew up on the original Fighting Fantasy books specifically crediting inkle with meaningfully improving on the source material rather than just digitizing it
- A distinctive time-travel beacon mechanic letting players reshape the same landscape across past and present, praised specifically as a clever, well-executed idea when it works
- A specific, charming meta touch multiple reviewers enjoy: an in-fiction god calling the player out directly for save-scumming
- Substantially more content than the first two entries, with reviewers describing genuine surprise at how much there still is to find after extensive playtime
Cons
- The single most-upvoted review in this game's history argues the open-world redesign is poorly implemented, citing an "absolutely absurd amount of backtracking" between the two timelines to progress
- The same detailed review describes large sections of the map, including an entire swamp zone it estimates at a third of the total area, as functionally empty filler content
- That reviewer also argues the series' existing tendencies toward harsh RNG, cryptic unexplained puzzles, and instant, arbitrary deaths are present in greater concentration than in the first two games rather than refined for the larger format
- At least one reviewer reports a specific mechanical bug: the beacon-direction system sometimes fails to register correctly, producing flavor text inconsistent with the action actually taken
- No Steam achievement schema exists for this release, removing one of the usual independent ways to corroborate completion or engagement patterns