
(XBX)
Release Date: 29th May 2003
Developed By Electronic Arts
Publisher: Electronic Arts
Review: Harry Potter and the Prisoner of Azkaban (XBX)
When interviewed for the Harry Potter and the Prisoner of Azkaban movie DVD, screenwriter Steve Kloves opined: "to be entirely faithful [to the book series], these movies would be 16 hours long." In a perfect world, the not inconsiderable visionary lexicon of J.K. Rowling would've merged with the world of videogames - and given Potter enthusiasts the ultimate headspace. As it stands, Electronic Arts has simply writ large the endorsement; fundamentally filling the gameboard with noughts and crosses.
One supposes it was a concession to the 'juvenile' demographic, but EA would do well to remember that Potter's fanbase - like Potter himself (well, rhetorically speaking) - is growing up. Every gamer likes to be challenged, but playing Harry Potter and the Prisoner of Azkaban whilst tethered to the obvious retort of Ron Weasley (who likes to spoil each and every conundrum, for example) is self-defeating. And, perhaps it's yet another concession to that same mollycoddled demographic, but Harry and his friends simply CAN'T die. You can summarily make mistakes and repeatedly plunge to your 'doom', but within seconds the expired character is reborn - paying no penalty whatsoever or losing no progress because of it.
Every gamer likes to be challenged, but challenge itself should be goal. Removing the element of risk is like gaining invulnerability, and further removes the player from actively caring about his charge. Why walk when you can run? Why hesitate when you can instantly try again? Harry Potter and the Prisoner of Azkaban isn't just a movie tie-in; it's a poor man's Marauder's Map with every "X" exposed.
If this review has thus far accentuated the negative, it's only because the positive aspects can sometimes tantalise. Every gamer likes an adventure, and from the moment you're loosed upon the grounds of Hogwarts, obligingly bowing before a certain 'hippogriff' and taking to the virtual skies, you're hooked. Well, at least until the next loading screen. If there's one jarring inconsistency with the adventure at large, it's the baby steps that separate rooms. With the exception of Hogwarts Grounds, which superficially appear to be free-roaming, interior sections are positively wrought with interruptions. It's evidently another 'concession' to the cross-platform nature of construction, but does detract heavily from the Xbox allure.
Interestingly, loading screens are regulated by a spinning compass-type icon. The iconography was lost at first to a stuttering Gamestyle; but made manifest by the requisite moment in TIME that Ms Granger TURNED the tale on its head (see: book/film). Ah, so the icon in question was a 'Time-Turner'? How very apt. Less fitting, perhaps, that such a crucial plot element was cast asunder in the game (and relegated to a cut-scene). One could only hint at the prospect of 'stealth 'em up' sections where Harry and Hermione hid from themselves; thus restoring an element of risk and tensile progression. Alas. Working with kids, remember?
Notwithstanding the schoolboy interjections and throat-clearing mannerisms of Ron Weasley, it's nevertheless a charm to be subdividing tasks between three viable characters. It's also worth noting that both Ron and Hermione have sub-quests that can be activated via discussion with Fred and George (on the sixth floor's Disused Bathroom). Hermione's Statue List is worth pursuing at your earliest convenience, because it endows the trio with powered-up spells. Not that you'll be raising a sweat, of course, but it's the nature of completionism to be feasting upon crumbs.
Harry Potter and the Prisoner of Azkaban may lose points for resolutely patronising the player, but it also benefits from thorough playtesting. In one of those familiar 'conundrums' whereby Harry and Ron worked together to raise an arbitrary barrier (and wherein Hermione used her dimunitive stature to go further), Gamestyle prematurely interrupted the flow of action: since the player can switch freely between the trio at will, the CPU takes up the slack. However, in this particular instance, Harry had left his post but his 'actions' were locked in. He was glitching on the spot, and transferring control to [Ron] simply transferred the bug. Since the game can equally be saved at leisure (which is a double-edged sword - should you be playing for long bouts without hard-saving progress), it would be a sin if all your hard work had come undone. Thankfully, the problem disappeared by pausing the game, unpausing, and resuming control. Not that Harry Potter and the Prisoner of Azkaban is overrun by 'bugs'; on the contrary, outside of a few instances of clipping (whereby polygons mesh together), game code was routinely stable. Routinely playtested - and routinely playable.
There are some nice ideas interspersed throughout (if not glaringly lifted from genre staples, like the 'Zelda-esque' lock-on function whilst spellcasting; or the refracting light puzzles, a la Beyond Good & Evil), and the animation and lighting routines are second-to-none. It's a shame that the [movie] actors did not assume the speaking parts, but there's always a next time. And, speaking of which, Gamestyle would love to see the series 'come of age'; shake off the shackles of naivety, break out of its 'Play Dough' playground and truly tap into the exceedingly rich vein of its maker.
Here's hoping that "Challenge is everything (and more besides)", EA.
Rating: 6 / 10
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