![]() ![]() An authentic expelliarmus spell should knock a wand out of an opponent's hand, for example, but here, it's used to break an opponent's protego shield. You begin with stupefy, but you gradually unlock new spells, none of which function as they do in the novels. The game plays like a typical cover shooter: You take cover behind rubble and other objects neatly arranged in helpful patterns and then peek above or lean out to fire. These issues constantly invade your mind as you move from one mission to the next, given how inappropriate these third-person shooter standards are in this magical universe. What are these, magical C4 charges? This silly task is followed by an incongruous sniping mission that will make you wonder how far away you are from equipping an ACOG scope and having to reload your wand. In a particular chapter, you take control of Seamus Finnigan and plant charges of some sort around covered bridge in Hogwarts. Since when does alohomora take five minutes to cast? What is Hermione doing all that time? How is it that doors within the super-secure Gringott's Bank can be opened with such an elementary spell? Another trope: the explosive-planting mission. And each time, you'll be appalled at the ridiculousness of the entire idea. ![]() In various levels, you must protect Hermione from enemies while she casts alohomora, the lock-opening spell. Now Playing: Harry Potter and the Deathly Hallows, Part 2 - Video Reviewĭeathly Hallows Part 2 takes events from the final Harry Potter film (and the second half of the book that spawned it) and shoehorns shooter tropes into them that make the proceedings as nonsensical as Luna Lovegood's ramblings. Otherwise, Deathly Hallows Part 2 is tedious and dumb, failing both as a game and as a licensed product.īy clicking 'enter', you agree to GameSpot's Switching between spells provides some welcome variety in the second half of this unusually short cover-based shooter. Perhaps this disrespectful take on the beloved Harry Potter license wouldn't be so disastrous if the resulting game were fun, but for the most part, it just isn't. And forget everything you know about apparating, which you probably never imagined as a short-range teleport. Confringo isn't a blasting curse: It's a grenade launcher. Expulso isn't an exploding spell: It's a rapid-fire machine gun. Stupefy isn't a stunning spell in this game: It's a pistol. As with last year's installment, developer EA Bright Light has envisioned the wands of Harry and his friends as guns-but instead of switching between weapons, you switch between spells. And that's the biggest problem with Harry Potter and the Deathly Hallows Part 2: It's conceptually ludicrous. The surprising thing is, it all feels pretty good.Question: When is a wand no longer wand? Answer: When it's a gun. Here the subject is all-out war, with sounds of explosions and magic blasts setting the tone. Although the film's cast lend their voices to the game, the handful of lines I hear during play are nothing to write home about. Rowling's book-or, perhaps more to the point, the upcoming film adaptation directed by David Yates.Īs Napper says, the game takes the action set pieces from the relatively gritty film and stitches them into recognizable videogame form, with character relationships and development occurring where possible in between battles and in non-interactive cut scenes. Harry Potter and the Deathly Hallows: Part 2 depicts the young wizards' and Hogwarts faculty's final push against Voldemort and his Death Eaters, as depicted in J. It is somewhat disconcerting to hear Gary Napper, a designer at EA Bright Light, describe the new Harry Potter game in conventional shooter terms, but considering the fictional circumstances it's entirely appropriate. ![]()
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