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Hogwarts Legacy is one of the games that I've been most hyped about in years. I was a Harry Potter fan when I was a teenager, and the idea of an RPG game set in Hogwarts couldn't excite me more.

Besides all that, shortly after its release, I was on vacation in New York City. In the Big Apple, I reconnected with this franchise by visiting the official store and attending the Broadway play. It couldn't be a better time to return to Hogwarts.

But talking about the game, I can say that it didn't meet my expectations, but it's not a bad game. It's definitely one of the best games of the year (2023) and the best product of the Wizarding World, excluding the original seven books.

As for the gameplay, I can say it's pretty good. To be honest, despite my hype, this was the part I had reservations about. The last Harry Potter games based on the movies were generic shooters, but that's not the case here. It still feels like a shooter, but much better than I was expecting.

The story is pretty good, second only to the original seven books. The game is about a new Hogwarts student who enters the school in the fifth year and has the ability to harness ancient magic. To be honest, it feels like the story was created to make the game possible, with its mechanics and the idea that it wouldn't be fun to play as a first-year child who doesn't know anything about magic.

By the way, it was a good idea to set this game a hundred years before the Harry Potter saga to disconnect from the characters we already know and allow those who have no connection with Harry Potter to enjoy the game.

The best part of the game is its atmosphere. It's really cool to return to Hogwarts. The entire world is very well done, but the school is the best part.

Hogwarts Legacy is the best Harry Potter game ever and one of the best things the franchise has offered in years. I truly recommend it to anyone, even if you don't have any connection to the saga. It's a pretty good game on its own.

First of all, fuck J.K Rowling.
This game was super ambitious and had a lot going for it. I remember the general public being pumped for this, even non-Harry Potter fans. When it came out I was disappointed to learn switch users were gonna have to wait longer and for the most part, it was worth the wait. The open world is beautiful with a lot of exploration to do with secrets around every corner. I was hooked to the story from the beginning but I soon found myself putting the main quest on the backburner for a long time because of the amount of side content. But I pulled through and finished the main quest and I was very happy with it.
This game has many faults though and it wasn't stuff I could overlook most of the time. This game has TOO much content first and foremost. As a completionist, this game hurt me. There are way too many collections, for example; landing pads, balloons, demiguise statues, field guide pages, Merlin Trials, collection chests, SOOOO MANY COLLECTION CHESTS. And for the outcome and lack of new "treasure" it felt like a chore to do it do I chose not to (and that's unusual for me). The only thing I 100% completed was the challenges and there was no reward for completing all of that (just saying), but it didn't bother me too much as by that point in my playthrough I was SO READY to put this game down. The Room of Requirement was fun in theory and I'm sure it could have been better if I messed around with it but it just wasn't worth it in my opinion, the creature care was actually one of the strong points of this game and could have been a lot more fun if they had the offsprings grow up instead of them staying little forever. It doesn't give you any reason to come back to it. Combining genetics to get different creatures after generations and generations could have been super fun and satisfying but they just.... didn't? It felt like a dead end and kind of annoyed me.
The voice lines also get super repetitive because there just isn't a lot of variants. Every enemy camp you came across had the same voice lines, it just got annoying after awhile. I did enjoy the combat and I after I realized that you can set 4 different spell sets, it was even better. The Ancient magic meter was super fun to use and I loved the variety of different attacks.
I had heard horror stories about how laggy this game is and I found it to run surprisingly well on the switch, but one of my complaints that was hard to ignore (and I'm not sure if it's like this on other platforms, let me know) is the fact that there are so many loading screens, I don't mind if it needs to buffer a second while you're walking through the door but Hogsmeade was especially super annoying to navigate because every single building had a loading screen, it made it hard to collect pages or finding treasure because Revelio wouldn't show what was inside buildings behind loading screens. Hamlets and Hogwarts didn't have this problem but I hated going to Hogsmeade for this reason.
The last point I'm going to talk about is the MC being insufferable, I wish they had different varieties or points of personality that you build up with your reputation over time but I know this was a large game and there was a lot going into it, I just wish they made them feel less stuck-up.
Overall, while I had a lot of fun with this game, it's not worth it to 100% it and I probably won't be going back to it ever.

I actually enjoyed this game way more than I thought I would. I'm not a Harry Potter fan in the slightest - I read the books when I was in school but never enjoyed the films. I only tried the game because my cousin and a few friends played through it and told me they enjoyed it, so I thought I would give it an honest shot and see how far I got with it.
Imagine my surprise then when I was utterly swept up in this game. It just ticked all the right boxes for me - a massive, gorgeous open world with tons of puzzles and exploration and side activities to get lost in (even if the grind to get all the activities and collectables is slightly monotonous).

The magic system is great in that it not only facilitates your combat prowess but also ties into solving puzzles in the world. The talents you acquire also augment your spells in actually meaningful ways and make them more useful. The only bad part of the combat itself is that it does get repetitive as you are doing the same basic thing for like 60 hours, and the gear system seems to have been just an afterthought, to be honest. Luckily you can just glamour whatever you're wearing so that you're always fashionable, and like halfway through the game I had some gold pieces that I just upgraded and never traded out because the increases on everything else were negligible.

The story is probably the weakest part of the whole experience. It's a little bit too cliched and has pacing issues as you have to wait for characters between every step of their questlines. I also wish there were more choices in what type of character you wanted to play morality-wise or more options that encapsulate what house you are in, but, all said, it is entertaining enough throughout to keep you going, and it does have some genuinely great moments and set pieces sprinkled throughout.
I enjoyed a lot of the side missions as well, as they fleshed out some of the supporting cast and the actual world that the game is set in. The best part of the Harry Potter books has always been the world itself, so it was fun to explore more of the lore and setting.

There is just so much here that kept me busy for absolute hours, from combing every inch of Hogwarts for collectables, to flying around the open world, to tinkering with my Room of Requirement to get it just right to suit my aesthetics, to breeding magical creatures and all the rest of it. It truly was a magical experience, and with a better, more impactful story, this easily could have been one of my favourite games from last year.

ja começo com o fato dessa nota não ser merecida e estou dando muito mais pelo meu lado Fã de HP, pois apesar do jogo ter coisas incríveis, acho que peca demais em varias escolhas
nos pontos positivos tenho q exaltar toda a contraução de Howgarts q é uma das coisas mais lindas e fieis q eu ja vi em um jogo, o estudio consegue captar muito bem todo o mundo de magia de HP da uma imersão incrivel, mas o mapa fora isso fica totalmente generico e como se fosse qualquer mapa de um jogo de mundo aberto
e o maior pecado pra mim é não ter sistema de moral, q não faz nenhum sentido e pra mim estraga a gameplay de quem quer jogar pelo lado do mal
os graficos são decentes, a gameplay é boa com bastante tipos de magias e combos, praticamente não existe variedade de inimigos
além de todos esses pontos negativos esse jogo me conquistou demais pois da pra ver o carinho q todos tiveram, e espero q o estúdio tenha uma grande evolução pro seu próximo projeto.

Hogwarts Legacy: About as charming as a Harry Potter game could be, it's certain to satiate fans of the series and strong enough on its own to satisfy even those - myself included - who never got very into The Wizarding World. It's not perfect, but it's good. TL;DR at the end.

The setting is masterfully done thanks to a very talented art team: you're in the world of magic and there's simply no doubt about it. This game is overloaded with details, like lively and imaginative animations, that keep the charade up from start to finish. It's easily the strongest aspect of this game.
Not quite as strong, but still better than expected, is its plot. The introduction is enticing and deadly, the ending is explosive, theatrical, and emotional. The entire middle is... well, it's there. Certain characters you meet or learn about in the story are pretty interesting and probably deserved more focus, but unfortunately, a good portion of this game is just going through the open world motions. I cared way more about Sebastian's saga than whatever that boring, boorish Ranrok was up to.

The way you progress is pretty smart from a design perspective, with a book filled with various challenges that'll give you experience upon completion. This'll get you doing the chores you'd otherwise ignore for the chance at another talent point, which you'll definitely want if you're playing on Hard like I did. Before you get all four rows of spells and can fill them, the combat may infuriate you for a while, but in a pretty good way. Eventually, like all of these games of course, you'll be a Magic Elder God slinging death from your wand's tip and drowning in health potions you no longer come close to needing.
On your ascension to godhood, you'll zip around Hogwarts and the surrounding countryside via Floo Flames (the statue talks to you every time you travel and you'll wish painful death upon her; of course only after beating the game do I find a mod to shut her up) killing wolves, wizards, trolls, and goblins galore. There're side quests in addition to the challenges that'll help flesh out the world and have you meeting some real whacky kooksters. The conversations in this game reminded me of Horizon: Zero Dawn's system where you're basically just rushing to get through it because it's painfully robotic and fails to make you give a shit about what they're saying. Sure, you can ask for more details about the person or their quest, but that would mean talking to them for longer. Is it worth it? Never.

Honestly, and I feel silly typing this, I think one of the biggest issues with the game may be there's just too much here. The entire Room of Requirement probably didn't need to exist and stopping by always felt like a chore, and as the room expands to house more items and creatures, the chore got longer in duration as the game went on. Someone may love stuffing it with furniture and covering the walls with pictures, but I never felt inclined: the room had a purpose, get in and get out, it wasn't fun to hang out there.
An entire new section of map opens up at a certain point and by the time it does, you'll probably just sigh as you were happy having the old one figured out; now, with your max-upgraded broom, you can remove the fog of war over this new chunk in mere minutes. There are far too many “treasure vaults” with only a couple design variations and they almost always house junk to clutter your inventory. Garbage gear to sell later for pennies isn't “treasure”, everything under Legendary is a waste of time.
You will pick hundreds of monotonous locks and advancing the skill requires finding stupid statues only acquirable at night (you can shift the day/night cycle any time, but... why?). Merlin Trials are about as complex as a shape sorter and you have to watch their 'building' animation every time you complete one; these are tied to expanding your inventory so you're going to do them. After all, don't you want to carry more “treasure”?

Overall, though, it's hard to deny that this game is a real triumph for the Harry Potter franchise. I shit-talked a lot of it, but really, the game is quite solid. The pleasant mood of the world is infectious. Snobbish students with quests telling you “I'd go myself, but I don't want to,” will have you laugh and hearing Sebastian say “Very well,” when you propose goblin slaughter rocks. Big props to them for letting you learn Unforgivable curses. The combat's learning curve is a pretty good one before the inevitable “Now I am become Death” point. There's a student offering lore quizzes for the military-grade Harry Potter nerds. Professor Fig is instantly a ride-or-die homie.

I didn't really care about wizards and witches and this game entertained me for ~40 hours, so I can only imagine fans of Harry Potter liking it even more. This thing made over a billion dollars, so we're getting sequels, and I'm looking forward to them. It's not the best, but it's better than what I would have imagined a Harry Potter game could be and the groundwork is now there for improving in the future. I recommend it.

TL;DR Play it, it's pretty good.


A tale of a game with great combat, beautiful world and superb world building marred by the usual suspects of AAA development: bad open world activities, bloated nonsensical gear system and a predictable storyline.

While i enjoyed my time a lot with it due to the incredible recreation of Hogwarts and the Wizarding World, it was also impossible to not notice the wasted potential in some places, specially after the beginning of the game seeing how good playing inside the castle is.

Do you want to experience the wizarding world in the 1800s? In Hogwarts Legacy you get to be a student in Hogwarts who holds the key to an ancient secret that threatens to tear the wizarding world apart. You get to embark on an epic journey through familiar and new locations as you explore and discover magical beasts, customize your character and craft potions, master spell casting, upgrade talents and become the witch or wizard you want to be.

Hogwarts Legacy is a potterhead's wet dream manifested into a wonderful experience of a game which offers a detailed and impressive recreation of Hogwarts and it's neighboring regions, which are packed to the brim with things to discover, things to collect and lore to seek and read.

Some negative about the world building and everything in it, it's a collector's dream. That's not for everyone for sure, there is a lot of repetition and the map is quite big with not as much variety as there should be. I enjoyed the collecting myself, as I really like collecting things, but it's definitely something that you need to be aware of.

There is a great amount of customizing when creating your own witch or wizard, with good range of skin colors and cosmetics and even a way to change the pitch of the voice options. Changing the pitch does make the voice sound a little bit robotic in my opinion, but it isn't too bad, and is a nice addition. You also have your own "homebase" that you can decorate and customize with a lot of options.

The combat is nice and smooth, but can be easily exploitable, especially after you receive the unforgivable curses. There is a way to heal spam and the AI of the enemies is not that smart which makes the combat sometimes really, really easy. Sadly the named foes and quest bosses lack in uniqueness with no real variety in their combat abilities or behavior either.

The story progression feels surprisingly smooth and portrays the growth of the main character very well where you get to hone your talents and improve. The progress of time is very well portrayed with the changing seasons and the day and night cycle. The main story itself is quite interesting, but has an underwhelming finale that leaves you wondering how your choices affected the other characters around you.

There is also some inconsistencies that are minor annoyances, like if you use an unforgivable curse in public, no one bats an eye. Your friends do mention that they do not like you using them if you are fighting with them, but otherwise there is no real repercussions for them, which makes them less unforgivable.

There is a great variety of side characters in the game that are very well built and are quite likable and unique from each other. The writing of the friendship quests is interesting and shows the growth of the main character's friends as well as how it affects the main character themselves.

For me, the game took some over 90 hours to complete to 100% on normal difficulty, with all collections filled and challenges completed, as well as the few extra achievements that are given when you reach the map chamber with a character from each of the houses. I also spent a lot of extra time wandering around and taking screenshots, which boosted my hours a little bit. There is really no replay value to the game, since there is no different endings or choices to make. All of the collectibles can be acquired on one playthrough and the other 3 playthroughs only take about 2 hours each to reach to the map chamber.

Is this game worth it then? Yes, absolutely. It's a fantastic game, filled with content and is definitely the best game made of the franchise up to date, in my opinion. There is certain political issues regarding the game, but you can enjoy the game and still not support those ideals.

as an ending note, I wan't to add that be you a man, a woman or anything in-between or outside of, you are loved. You are appreciated by me and many others and I hope that you get to live your life the way you want to live it.

haven’t played this game and i really don’t plan to but I do think it’s deeply hilarious that upon this game’s release defenders of the game’s prominent antisemitic undertones and Rowling’s continued deranged behaviour called this a GOTY candidate and a phenomenal game only for it to not get nominated a single time at the game awards or the golden joysticks. get fucked losers

When people wished for a proper big Harry Potter video game, the monkey paw curled, and not only because JK Rowling cannot stop being a bigot on Social Media (Trans Rights are Human Rights)
Visually Hogwarts Legacy is perfect, the castle is beautifully realised and full of life, students practice magic in the hallways, parchments fly above your head. It is an absolute joy to walk through the halls and comes close to the fantasy the books put in all of our heads.

But the wonder quickly stops when you stop wandering and start playing. Any opportunity to put some magic into the mechanics of the game has been forsaken for the safest, blandest AAA bullshit one can find, without a single creative or even logical thought. Why does my teacher tell me "I have a task for you before the next class" only for the task to be "Do 10 dodge rolls in combat". How is that related to my class? Why do I even dodge roll, did I miss that part in the books?
You dodge roll, because thats what you do in video games. For the same reason the first spell you get is literally called "Basic Spell" (how fucking unmagical is that) and functions as a gun. Because how could one make a video game without a gun? It has never been done. Impossible. The players wouldnt know what to do.
Why does casting Alohomora trigger an Unlocking Minigame??? Is that how magic is supposed to work? No, it s how boring video games without ideas are supposed to work.
Why do I have only 4 spells at a time equipped? Because it is a genre convention. Only in other games of this genre you equip guns, not spells, so going into a menu to equip a different gun is a metaphor for grabbing a different weapon out of your backpack. Doesnt make any sense for magic, does it? Doesnt matter, copied without thought anyway.

Imagine a Hogwarts Legacy that actual took a back step and thought about how to translate the magic, the spellcasting, into its mechanics and controls and structure. A game where for example you map out ward movements instead of pressing a button to make magic happen. A game that looks at games like Persona for structure, not fucking GTA. What could have been

People got all worked up about this mid game?

O primeiro livro que eu li na vida foi A Pedra Filosofal, naquela época eu ficava imaginando como deveria ser frequentar aquele universo do livro, quando saiu os filmes eu e meus amigos da infância, ficávamos brincando de bruxos em Hogwarts, então dá pra se dizer que essa obra tem uma papel significante na minha vida.
Mesmo com suas limitações na exploração e o combate que pega muito do design recente de jogos mais narrativos, o jogo fez o suficiente pra eu me sentir tão imerso naquele universo particular, igual quando eu era mais novo, e isso por si só, é bastante valioso. Foi uma boa experiência.

I expected this game to be a disaster and boy was I wrong. Every time I pick up the controller I’m just blown away by how much love and care they put into every corner of the game. I grew up with the books so the hundreds of Easter eggs isn’t lost on me and I’m happy I got experience a game that I’ve wishing for since I was kid.

En 2023... sérieusement...
Vraiment à part le "wow" initial de l'architecture de Poudlard, ça dort hein (mêmes défauts que quasiment tous les open-world récents)

it’s a very impressive world they built, it’s just bogged down by a poorly built game that’s kinda boring. the combats cool and the main story is honestly pretty neat, but i just wanted more.

7/10

+ Captures the “magic” and lore of the books and films brilliantly
+ Beginning hours were intriguing and fun
+ Room of Requirement was a great change of pace at first
+ Riding the broom is great

- Combat soon grows stale
- Weak story with uninteresting characters
- Boring world activities not worth doing
- Unrewarding gear system with pointless upgrades and constant bombardment of new stuff

Nossa... Esse jogo é simplesmente magnífico! Não conhecia nada do universo de Harry Potter, e quando esse jogo lançou não liguei muito e nem fui atrás para ver como era. Porém recentemente me deparei com uns vídeos do jogo que me despertaram do nada um interesse e uma vontade imensurável de jogar. Comecei a jogar e me senti meio desconfortável, pois era meio diferente do que eu estava acostumado e não entendia muita coisa, mas com o tempo fui aprendendo e ficando maravilhado com o quão incrível é esse universo. Uma coisa que me deixou meio surpreso é que o jogo é bem maior do que eu esperava, mas apesar de tudo amei a minha jornada com o game, aprendi muitas coisas sobre esse universo e me diverti muito jogando essa obra prima! Super recomendo.

Anyone who likes Harry Potter in the present day and isn't over the age of 35 needs serious jail time. Even if you attempt to separate this from the horror of a woman that is JK Rowling, you are still left with a barren, fetch quest ridden mess, par for the course with AAA gaming.

And of course I also got myself permanently softlocked

Estar em Hogwarts é fenomenal, principalmente no início, quando você comparece às aulas e interage com os alunos e professores. O problema dele é que fora isso não é um RPG/aventura tão louvável. A exploração fora da escola é fraca, as missões são repetitivas e a história é desinteressante. O combate, no entanto, foi algo que gostei, visto que temos uma boa variedade de feitiços, que servem também como ajuda na exploração.

Jurei que iam fazer um sistema de escolhas e consequências parecido com o dos Infamous, permitindo que você decida por um caminho mais trevoso ou não. HL é decente, porém ele recebe mais méritos pelo universo a que ele pertence do que de fato por ser um ótimo jogo. À medida que fui jogando, passei a perder um pouco do brilho nos olhos que tive no início.

Nota final: 65/100 - Diretamente de Hogwarts, Wingardium Levir...

This review contains spoilers

REVELIO!

Melhor jogo já feito sobre o universo de Harry Potter, sem sombra de dúvidas.

Possui um começo bastante lento, só pra desbloquear a vassoura tu leva umas 4h de gameplay pra mais. O ritmo aumenta conforme a história se desenvolve, está que é bastante simples mas se encaixa perfeitamente com o contexto já visto nos filmes.

Os gráficos são lindos demais! Capricharam de verdade na ambientação e nos cenários mágicos, principalmente dentro do castelo onde é nítido a atenção aos detalhes, tiveram bastante carinho na hora da criação.

A exploração é satisfatória porém repetitiva, mesmo contendo uma variedade considerável de atividades a serem feitas: Provas de Merlim, borboletas, balões, mapas de astronomia, fonte de magia ancestral, captura de criaturas, enigmas, salas secretas, baús, páginas flutuantes e outras coisas.

O combate é simplista porém divertido. O sistema das cores deixa tudo mais dinâmico pois te incentiva a utilizar combos para criar ataques mais poderosos. Lançar um Avada Kedavra para finalizar todos os inimigos amaldiçoados é satisfatório demais.

Conclusão: Um game feito especialmente para agradar entusiastas da saga (mesmo cometendo o crime de não incluir o Quadribol). Por outro lado, o game não apresenta nada que já não tenha sido visto em jogos do gênero antes, gostaria que tivesse um maior peso nas escolhas feitas durante a história.

DIRETAMENTE DE HOGWARTS, WINGARDIUM LEVI-

Putting JK Rowling and transphobia and the game's neo-nazi creative director aside, let's just talk about the quality of the game itself, eh?

Because one of the big things I see regarding discourse about this game is its development, the people behind it, etc. And while I personally don't support it due to the morality issues that the development entailed, I think it's even more important to note that even if this was developed like any other game with any other team, it's simply not a good game. By any stretch of the imagination. I feel like many gamers have just wrapped themselves up in this mass hysteria to "own the libs" without stopping to even think if the game that they're circlejerking just because the trans community protested about is even something worth circlejerking over, which in this case it isn't. A laughably bad story, bland sidequests, a dull and monotone open world, unredeemable characters, clunky combat, and convoluted systems show that this isn't the wizarding game you've always dreamed of. No, it's just another middle-of-the-pack shovelware generic open-world RPG with the Harry Potter brand slapped on top. If you hadn't told me this was developed by WB games, I would have thought this was the next fucking Ubisoft game. It's an egregious waste of time on all fronts possible, and not worth your time in the slightest. Open your eyes from the realm of AAA kitsch and play something more artistic instead.

Overall Rating: 1/5 (Dumpster Fire)

It knows how to use the good things in the universe to deliver good things, but the vices of the open world drag him down.
I haven't had any nasty bugs, the combat is interesting, the world is beautiful. The missions are quite varied. The story is a bit mixed, but the missions in it are well organized.
But I got it better than what I was told it would be and it's suitable for those who like an open world like me and already face a lot of Ubisoft games.
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Sabe usar o bom do universo pra entregar coisas boas mas os vícios de open world puxam ele pra baixo.
Eu não tive nenhum bug feio, o combate é interessante, o mundo é bonito. As missões sao bem variadas. A história é meio qualquer coisa mas as missões nela são bem ajeitadas.
Mas eu achei melhor do que me venderam que seria e é competente pra quem gosta dum open world tipo eu e ja leva muito Ubisoft game na cara.

No início deste mês passado de janeiro, joguei Hogwarts Legacy, um jogo ambientado no universo de Harry Potter que, obviamente, não poderia deixar de jogar. Infelizmente, só pude jogar agora em 2024 por alguns problemas pessoais.

Esse jogo em questão foi muito aguardado por mim e também por toda a comunidade gamer, que estava ansiosa por um jogo novo no universo de Harry Potter. Embora não esteja isento de falhas, Hogwarts Legacy é um jogo que já adianto a todos que é um jogaço, seja pelo seu mundo aberto, rico em diversos pontos, quanto pela experiência de interagir com esse mundo mágico de Harry Potter com uma tecnologia mais atual. Porém, se na parte estética ele é incrível, na sua parte técnica a história é outra; tive muitos problemas, seja por quedas de frames ou até mesmo por problemas com carregamento de texturas, cenários, e etc. Inclusive, o começo da minha jogatina foi no computador, porém o jogo estava tão ruim que resolvi pegar o jogo no console e jogar no meu Series S mesmo, e aí sim, apesar de ainda ter um problema ou outro similar ao PC, como o problema dos carregamentos de cenários e texturas, ainda sim a experiência se demonstrou bem mais sólida que a experiência no PC.

Hogwarts Legacy conta uma história diferente dos livros ou filmes de Harry Potter, apesar de se passar no mesmo universo. Aqui, construímos nosso próprio personagem para se juntar ao mundo bruxo, como um estudante do quinto ano na Escola de Magia e Bruxaria de Hogwarts. De acordo com a lore do universo, os indivíduos normalmente recebem sua carta de aceitação quando têm onze anos, mas um indivíduo pode ingressar tardiamente em raras ocasiões. Esta foi uma maneira usada no jogo para apresentar o nosso personagem.

Além de descobrir sua conexão com a magia mais tarde na vida, o protagonista também possui habilidades mágicas antigas e extremamente raras. Isso não apenas abre oportunidades adicionais, mas explica por que eles são lançados no meio de um conflito que se estende muito além de apenas aulas.

No geral, Hogwarts Legacy é muito equilibrado, tanto para quem nunca nem viu nada de Harry Potter quanto para quem já ama de carteirinha esse universo. Tudo flui organicamente, e cada missão, seja principal ou secundária, parece ter significado muito importante e divertido para você.

Falando um pouco de nossa jogabilidade, ao começar o jogo pela primeira vez e ver quantas coisas diferentes estão sendo apresentadas na jogabilidade, pode causar um momento de confusão e dúvida para você. Felizmente, cada sistema do jogo vai sendo explorado de maneira mais profunda ao longo do jogo e nao passa despercebido.

O combate no jogo é muito intrigante porque em diversos momentos ele me lembrou muito um Soulslike, apesar do jogo não ter essa proposta em sua jogabilidade; em diversos momentos de combate, você vai usar a esquiva como principal arma, e é simplesmente incrível, e esses momentos me lembraram muito um game Soulslike. O jogo tem um ritmo de combate muito legal, e independentemente de quantos feitiços ou encantamentos diferentes o jogador tenha aprendido, eles podem escolher quatro para sua roda de feitiços. Estes podem ser trocados a qualquer momento, até mesmo durante o combate, dando a você a chance de desenvolver seu próprio estilo de combate na hora do game mesmo. Com um clube de duelos disponível, há muito tempo para praticar diferentes feitiços, combinações e sequências antes de entrar em uma área de combate.

Puzzles ambientais estão espalhados pelo mapa. Embora os mesmos puzzles sejam usados repetidamente, cada um tem um nível diferente de dificuldade. Algumas áreas são bloqueadas por requisitos de nível, mas a maioria exige aprender um novo feitiço antes de acessar.

A maioria das missões requer um minigame em algum momento. Alguns desses podem ser simples e divertidos nos quais você usa o feitiço "accio" para recuperar livros voadores. Outros podem ser um pouco tediosos. Um exemplo são as chaves voadoras. Após encontrar uma chave voadora e segui-la até um armário trancado, você deve observar a chave e batê-la enquanto ela passa pela fechadura. As recompensas raramente valem o tempo para esses minigames específicos. Mas geralmente não são obrigatórios e representam apenas uma parte quase insignificante da experiência geral que o jogo vai te dar.

Um aspecto que chamou muito minha atenção no início antes de jogar foi o voo. Algumas horas no jogo, o protagonista participa de aulas de voo e pode comprar uma vassoura, se desejar. Voar, na maior parte, é uma experiência suave e divertida. Os controles são bem ruinzinhos na hora de voar mas nada que comprometa completamente sua jogabilidade, na realidade como dito antes é muito divertido.

O jogador deve frequentar aulas para progredir na história e aprender novos feitiços, encantamentos, poções e outras habilidades. As aulas são estruturadas também como minigames.

Na sua parte visual e sonora, Hogwarts Legacy é lindo e a sua parte sonora sem sombra de dúvida é incrível, toda a parte sonora lembra perfeitamente a sensação de assistir aos filmes da série. Já na sua parte visual, é igualmente incrível, tudo é extremamente lindo e grandioso aos seus olhos, muito raramente há áreas sem nada para ver ou fazer. No entanto, tentar fazer esse visual ser incrível do jeito que é parece ter prejudicado um pouco o desempenho do game. O modo Fidelidade mantém o jogo a 30 FPS e eleva as texturas a um jogo AAA atual. O modo Desempenho fica na faixa de 60FPS, mas parece um jogo de PlayStation 4 ou algo do tipo. Esses problemas são muito perceptíveis, mas não são suficientes para arruinar a imersão de forma alguma.

Hogwarts Legacy é um jogo muito bom tanto para os antigos fãs da franquia quanto para os novatos na série. Ele oferece um mundo de magia e mistério com uma história principal que é a caprichosa e recheado também de missões secundárias, há inúmeras razões para não dispensar esse game que é incrível. Problemas gráficos ocasionais são perceptíveis, mas no geral são facilmente ignorados pela abundância de pontos positivos que o jogo tem. Hogwarts Legacy é uma experiência fascinante e encantadora que não deve ser perdida por ninguém.

Pontos Positivos:
- História
- jogabilidade
- Mundo aberto
- Abundância de coisas para descobrir

Pontos Negativos:
- Gráficos visuais podem em alguns momentos parecer datado
- Alguns minigames são tediosos

Versão utilizada para análise: XSS

With its outdated game design and insultingly superficial handling of the setting, Hogwarts Legacy is a tragic missed opportunity in the quest for the ultimate Harry Potter game.

THE GOOD

Nails the aesthetic of the world - Flying a broom is mostly fun and precise - One questline attemps to tackle intriguing moral dilemmas - Room of Requirement can be fun to customize and use

THE BAD

Fundamental and irreparable dissonance between gameplay and setting - Hogwarts school experience never goes beyond purely cosmetic - Looter gameplay is dull and unrewarding, hampers exploration - Worthless side activities - Weak cast of characters - Basic, tedious story - No Quidditch - Sanitized setting does away with anything controversial from the source material - Substandard accessibility options

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The turn of the century was a time of great transformation for the gaming industry: the definitive switch from 2D to 3D opened up a whole new frontier for game developers to expand upon, with the sky being the limit. How fortuitous then that a franchise ripe with potential and mystique like Harry Potter happened to hit the mainstream around the same time, chiefly thanks to the excellent 2001 Chris Columbus film. What followed in the next few years was a veritable gold rush, in which different studios would chase the expanding cinematic franchise by making multiple games based on the same movie, spreading them out on every platform in existence, often with varying result in terms of quality.

The XBOX, PS2 and Gamecube version of Chamber of Secrets is widely regarded as the best Harry Potter game, or at the very least the most fondly remembered: it was a fun spin on the Zelda formula, alternating rewarding exploration with collectathon mechanics, a fair transposition of the source material and a fun Quidditch minigame. Best of all, it was the finest example of virtual tourism that contemporary technology would allow, featuring an explorable Hogwarts castle and surrounding grounds, the forbidden forest and Diagon Alley shopping district.

Not surprisingly, when Hogwarts Legacy was announced, many saw it as the ideal opportunity to do what those older games couldn't due to hardware limitations. Not only that, but features such as being able to create one's character, join any of the four houses, attend classes and take part in a brand-new story in the Potter world promised to be the fulfillment of untapped potential twenty years in the making: the ultimate immersive Hogwarts experience. And boy, were those hopes dashed against the rocks for anyone but the easiest to please among Harry Potter fans. Let us discuss how.

First, an overview of what the game gets right. The atmosphere of the castle is excellent: while not tailored on the castle from the movies, which makes it less iconic, it is similar enough to still be familiar enough and it's packed with students roaming its halls, animated paintings, recognizable ghosts floating around and a plethora of little details, cameos and lore entries, this really has a lot of value as a virtual tour of Hogwarts. When you eventually get your broom, which is thankfully fairly quickly, this extends to the surrounding areas, an open world which can be a joy to fly over, especially early on. The broom itself controls very well, allowing for precise movement in the air both when speeding and floating, even though the game sees fit to plaster the open world with irritating invisible walls to prevent you from flying where you're not supposed to. I can't land in Hogsmeade or fly to the very top of the tallest Hogwarts tower, really?

Regardless, given this lovingly crafted castle and with the broom well implemented, one would think the rest would follow suit. Unfortunately it isn't so: the problems begin right away, as we step in the shoes of a 17 year-old muggle from victorian England, who has bafflingly just been accepted at Hogwarts, starting out as a fifth year. The backstory of this generic character (we can customize him/her completely) is never explained beyond the fact they possess the power to sense and use "ancient magic", a minor mention from the source material, which the game turns into a major plot device as a means to make the protagonist special. Another chosen one like Harry Potter but far less interesting.

With a simple turorial done, we are brought to Hogwarts to attend the sorting hat ceremony, which is where things really start falling apart: simply put, it's no sorting ceremony at all. You are asked one question as to which quality reflects you best (daring, curiosity, loyalty or ambition) meant to place you in one house or another (you know, just like it doesn't happen in the books or movies), but to anyone who knows the first thing about the Potter world, it is so pathetically obvious as to which house corresponds to which answer that there is no chance for error. The questions on the sorting page of the early 2000s Pottermore website were so much more ambiguous than this, and they were meant for children. The game might as well just let you choose hour house outright... which it does, as a last call selection to change your sorting before the game starts.
Dismal. It would have been so much better to offer a prologue going through a day of your character's muggle life, and present a number of moral choices through NPC interactions, profiling the player to then base the house sorting on that collected data. Instead we get a stupid question and a simple selection menu, completely negating the point of the sorting hat as a game mechanic. You don't even get to pick your pet between owl, cat, rat and toad, being automatically given an owl that sits on a perch in your room doing nothing like the prop that it is. Oh but you do get to customize your wand in great detail, which is a bizarre choice for a tiny item you will never see up close again for the rest of the game.

Worse still, the four houses are little more than a cosmetic element, with their differences flattened to the point of not even existing. With the exception of a scant handful of important NPCs, none of the students exhibit any of the traits that distinguish one house from the next: for instance you will never see Slitherin bullies harassing a meek Hufflepuff in the corridors, or any Gryffindor bravely stepping in to defend them, and your character is no exception: barring a few absolutely inconsequential dialogue choices in which you are allowed to behave egoistically or aggressively, this protagonist always defaults to a selfless goody-two-shoes whenever it is time for any important story moments. Try as you might, you will not be able to roleplay the Slitherin dirtbag or the pragmatic Ravenclaw of your dreams in this game. The house selection screen might as well just ask you what color you like best, which is essentially what it boils down to. At most you might get the occasional voice line reminding you that you behaved badly, but there is no lasting consequence to any of your actions.

Sadly, this extends to one more aspect of the game: house points. You can really tell the game started out as so much more than it is, and was stripped down to the bare basics to meet a deadline: at certain moments, lines of dialogue exist in which this or that professor awards or subtracts points from your or someone else's house for succeeding at something or breaking a rule. This hints at the intention of granting the player some kind of agency as to who wins the house cup at the end of the school year, much like some of the 6th gen games did. Needless to say, this is not an actual mechanic in Hogwarts Legacy. The four hourglasses keeping track of how many points each house has accumulated are present in the entrance hall of the castle, but they are nothing more than a static prop, serving no purpose whatsoever. At the end of the game you get a one-size-fits-all cutscene in which a professor declares that "considering the bravery displayed by our new fifth year, we award them 100 points and their house wins the house cup!" not even mentioning which house it is, because recording four different lines of dialogue would have been too much effort. It is safe to assert that the Hogwarts experience in this game is nothing more than purely cosmetic and perfunctory, a smoke screen with nothing of substance behind it.

There is even the vestigial remain of a curfew mechanic: a tutorial message states that you're expected to return to the common room of your Hogwarts house every evening, but this is not true, since you can roam around the open world at night to your heart's content, and even sit on the ground to wait and advance time with no consequence of any kind.

Disconcertingly, the dissonance between game and world applies to an even bigger stumbling stone, whose lore implications are absolutely insulting in the context of the game, and that is the handling of the unforgivable curses. If you know anything about the Harry Potter world, you know that there are three main spells that no wizard is ever allowed to use: Crucio, which causes unbearable pain, Imperio, which takes control of a human being to do the caster's bidding and Avada Kedavra, which kills on the spot. All of these are present in the game, and acquired over the course of what's perhaps the best of the optional questlines the game has on offer: in it, a Slitherin student is trying to find a way to dispel a consuming curse placed on his sister, who as a result of it is slowly dying. To achieve this goal, the young man is ready to do whatever it takes, even dabbling in the dark arts. A good side story (even though, like everything else in this game, it ends with a dud) and this is where the player is offered the opportunity to learn or reject the three unforgivable curses.

Now, one might assume that there would be some momentous consequence to this choice, that learning and using the unforgivables would drastically alter the way the story progresses and ends, or at the very least the way Hogwarts staff and students relate to you. The reality is, of course, that it does not: you can run around using the forbidden arts on any enemy you want, be it human, goblin or beast, with no repercussion of any kind, and that is because the game treats them as just another one of many combat spells. This is but one of many aspects that constitute a fundamental and irreconcilable disconnect between the gameplay style they went with and the world the action takes place in, and it segues into an analysis of the combat system and why it clashes with the story and shatters the immersion.

Let's make a parallel with a Star Wars game that offer a similar perspective, but properly developed: in Knights of the Old Republic, the player is allowed to pursue dark side powers, with disastrous consequences, such as party members leaving or dying, as well as a different ending, shaped by the choices made throughout the game. There is no having your cake and eating it, you have to choose between the "fun" destructive powers and a happy end to the story. You couldn't have both, since your dabbling in the forbidden arts choices had hefty consequences. Not so in Hogwarts Legacy, where the unforgivables are just yet another skill on cooldown like any other, whose use bears no stigma at all.

Combat in this game is fairly simplistic but not the worst thing in the world: you lock onto enemies, dodge roll out of the way of attacks and fire at them with your wand. As you progress through the main story you will gradually gain access to over twenty spells, divided in five main categories: red for raw damage, purple for kinetic force (pushing, pulling), yellow for control (levitating, paralysing, transmutating), green for unforgivables and grey for utility essentials (moving puzzle elements around, casting light, unlocking doors, repairing things, obfuscate). You will also unlock up to four sets of four spells each, assigned to the directions of the dpad or the number keys on a keyboard, for a total of sixteen spells assignable for quick access during combat or exploration. If you've played the console versions of one of the Dragon Age games, this isn't too dissimilar from how those games handle their spells and skills, though more clunky: having to let go of the movement stick to switch spell set is irritating, and can lead to undeserved deaths, especially if you have trouble remembering with direction has which spells. The idea here is to find which purple or yellow magic works in staggering a specific enemy, then unloading on them with damage spells to deplete their health bar. Sometimes enemy wizards will shroud themselves in a colored barrier which negates all damage and all you have to do is use any spell of the same color to dissipate it. When an enemy is about to attack you, an Arkham-style "sixth sense" icon appears to signal you can either block and riposte or dodge. It's all very basic but it works well enough.

Here is the problem: anyone familiar with the Potter universe knows that killing is a big no-no in wizarding society, which is why murder spells like Avada Kedavra are so vehemently opposed. Even Aurors (the combat commandos of the Ministry of Magic) will resort to incapacitation spells instead of lethal ones. Enter the Hogwarts Legacy protagonist, who learns all sorts of combustion and conflagration spells from his teachers, and uses them to kill everything he sees. Seriously, this kid will take on dark wizard camps alone and kill every single one of them in an orgy of fire and curses. Even were the player to choose the virtuous (though inconsequential) path and reject the unforgivables, the protagonist will char his enemies into cinders with flames, hurl them off cliffs to their death, shatter their bones by smashing them on the ground, even transform them into exploding barrels to hurl at their allies, killing two birds with one stone. Even the old XBOX 360 Gears of War ripoffs set in the Potter universe, Deathly Hallows Part 1 and 2, knew better than to have Harry Potter kill his enemies, using spells like expelliarmus and stupefy as lore-friendly alternatives, and those were cover shooters! And in case you're thinking that surely this is the same, that the Hogwarts Legacy kid isn't really murdering fools left and right, that it's just a case of ludonarrative dissonance, the game makes a point to include the loud death rattles of your victims, and to top it all off, the main character often shouts "your blood is on your leader's hands!" when an area is cleared of enemies and only bodies and smoldering ruins are left. there is no doubt about it: those enemies are dead.

Tonally, this is a huge mess: this Harry Potter stand-in racks up a body count worthy of an Arnold Schwarzenegger film, and nobody cares. In fact, the only person who raises an objection to students being taught deadly explosive spells is the main character himself: "Are these safe to teach students?" he asks. "Better they learn it at school than elsewhere," answers the professor. What?
It would already have been bad enough had the game punished the use of kills using unforgivables while neglecting doling out consequence for killing with standard spells, but since there is no downside to using the unforgivables either, this is just the worst possible case scenario and a complete betrayal of Potter lore. It treats the fundamental rules of the setting with such wanton disregard that it cheapens the world to the point its conventions no longer mean anything. Hilariously, you are also expected to break into people's homes with the unlocking spell, to rifle through their belonging for loot (and drink their tea). imagine a Hogwarts student breaking into your home in broad daylight and stealing from your chest, and you can imagine how jarring this is.

Combat isn't only nonsensical in context, it is also quite boring in the long run. You will soon find yourself trying to avoid it altogether because it tends to be very repetitive and monotonous. This where the obfuscation spell comes in. Think of it as an unlimited cloak mode from Crysis, with which to sneak past enemies or behind them for a stealth takedown with the petrificus totalis spell. Obfuscate can even be upgraded to decrease movement penalty, sound emitted, overall visibility and even allow to incapacitate two foes in close proximity instead of one. Needless to say, stealth is as unbalanced and overpowered as they come: it is laughably easy to pick off enemy after enemy in every camp, stronghold or dungeon, since they tend to stand there staring off into nothingness, have very predictable patrol patterns and generally like to stay away from one another, like commuters at a Swedish bus stop, making your job trivially simple. Not even bosses are immune to this, since they can be dealt critical damage with stealth takedowns, so long as they are humanoid and begin in an unalerted state, after which finishing them off is a walk in the park.

///Plot spoilers follow///

The story is boring and completely devoid of any kind of twists or surprises: a generic macguffin pursued by a cast of unengaging characters and one-dimensional villains: if only they had made the leader of the goblins more sympathetic, enabling the player to perhaps empathize with their plight. Instead they make him kick the puppy during his very first appearance, and he never moves from the role of purely malicious antagonist.

If you're like me you would have been suspecting either the kindly mentor character or Professor Weasley of using you to reach the secret of the ancient magic to keep it for themselves or hand it over to some dark lord they might be serving, but none of that happens. In a series that makes subversion of expectation one of its stronger points, this game has none of it. There is even an ending where you choose to keep the secret power for yourself, implying some kind of turn towards evil, but it's so poorly executed and unearned (boiling down to the usual three choices after the final boss for which ending MP4 to play) that you wouldn't blame people for not even realizing what's happening.

///Spoilers end///

The cast of characters largely feels like a store brand version of the ones from the source material: you have the shifty potions teacher, the bubbly herbology teacher, the stern but well-meaning McGonagall stand-in, but they are all different degrees of weak and unconvincing, making you wish this game were based on the books/movies instead. There is a huge focus on diversity, with a caleidoscope of different races and sexual orientations that is all well and good, but clashes with the victorian England setting quite a bit. If you absolutely want to have your cast be inclusive, you probably should not make a period piece. Why not set this in our more inclusive present times? It's not like it being set in the 1800s factors into the game in any capacity anyway, aside from meaning there is no Whomping Willow to be found anywhere. What is the reason for this meaningless choice?

Thing is, much of the aforementioned disconnect between game and lore could have been sidestepped simply by either sticking closer to the source material or by avoiding the scolastic aspect of Hogwarts entirely. Considering the Harry Potter fanbase is usually composed of people who were children or early teens in the year 2000, thus are today in their thirties, why did Hogwarts Legacy insist on making the protagonist a schoolboy/girl? Even the recent spinoff film series, Fantastic Beasts, centers itself on adult wizards, realizing that the original audience has grown older, so why not this game? The concept of a wizard running around setting people on fire would have been much more acceptable when, say, playing as an Auror tasked with investigating a conspiracy taking place in Hogwarts and the surrounding area with some license of bending the rules to get results. Still not quite lore-friendly, but definitely more sensible than a student doing the same with no repercussions.

The issue is compounded by another aspect, that is the appearance of the clothes you can wear: the art team of this game have clearly gone to great lengths to include dozens upon dozens of pieces of clothing that are not only period appropriate for the victorian era, but also fit right in with the fashion aesthetic of the potter world, especially the movies. From gaudy suits to top hats, from ample Merlin robes to bizarre eyewear to menacing all-black dark wizard attire, the freedom of choice on how to dress is nothing the game can be knocked for... if not for the fact that we are playing a student in an exclusive school with a very strict dress code. What could possibly shatter the immersion any more than seeing an idiot student running around Hogwarts attending classes wearing a Death Eater skull mask and a black cape with animated screaming skulls dancing on it? Of course this could have been made into a mechanic: perhaps the game could have allowed for two sets of clothes: one for school hours and the other for outside exploration, maybe with the teachers commenting on inappropriate attire and deducting points on that basis, but as we have discussed above, this sort of cards simply aren't in this game's deck.

Discussing the clothes segues into the loot system, which is, quite simply, atrocious. This is the most uninteresting and unengaging sort of colored loot imaginable in a videogame, with every chest containing randomly generated trash loot you have to dump off at a store. Clothes are armor, while gloves and eyewear are damage boosts, and that's as far as the depth goes. Thankfully the game was wise enough not to force the player to wear these gaudy clothes and accessories, allowing to choose a look in the equipment menu, even though it has to be set again every time a new piece of loot is equipped, which is often. For the user interested in salvaging what little role-playing the game allows, this feature is a real godsend.

Nothing can save this loot system, which is perhaps even worse than similar ones found in games like Cyberpunk 2077 or Nioh: after a while you will stop opening chests altogether, since there is almost invariably nothing good in them. Furthermore, the inventory is severely limited, something done to force mediocre minigames on you (more on that later), so picking up trash loot is highly inadvisable. Should you bother solving puzzles or spending hours collecting hidden statuettes to upgrade your unlocking skills to plunder that Hogsmeade home, when the rewards that await you are the same random chests you can find anywhere else in the world? The answer is no. This severely hampers exploration as well: should you land and explore the umpteenth copied and pasted tomb or cave found around the world? Refer to the answer above: unless you are cool with opening chests and finding trash you will never need, the answer remains no, don't even waste your time. On top of that, you are showered with legendary items early on, which means you will be decked in better gear than the game is ready to give you for the rest of the game, making all loot completely inconsequential.

At least there is a passably interesting minigame which is used to acquire the materials needed to upgrade your legendary loot: around a third through the game, you will gain access to a personal base of operation called the Room or Requirement, which you can decorate to your liking and outfit with utility tables like plant pots for growing ingredients, cauldrons for brewing potions and pens to keep your animals in, which you "rescue" around the world and groom and feed in echange for materials. Quotation marks on "rescue" are in order, since you have to chase them down, stun them with debilitating spells and suck them into a bag of holding against their will. You can even sell them at a "rescue shop" for a fat wad of cash, which is totally not a front for a poaching racket.

As you make progress, you will gain access to other mounts besides your broom: a hippogriff, which is another flying vehicle whose clunkier controls make it absolutely redundant, and a large terrestrial beast, whose ability to ram enemies is fun enough for five minutes, but is completely useless as far as world navigation goes when flying and fast travel are an option. One can only wonder why they spent so much time creating these mechanics, instead of implementing something that matters.

So the main story is tedious and uninteresting and the loot is pointless, so how is the side content? Can it salvage this game in any way? Well, yes and no: while acquiring new spells is tied to grueling busywork meant to ensuure you use every mechanic in the game at least once (collect and use all potion types, use a chomping cabbage on three enemies simultanously), the three optional questlines (one focused on protecting magical beasts from poachers, one dealing with a crime ring and the other, mentioned above, with the dark arts) offer some passingly intriguing moments, the many minor side quests are nothing more than garden variety fetch quests that you should not waste your time with: find 5 hidden objects, retrieve an item from a cave, get me 8 herbs, you know the deal. There are also a number of optional puzzles to complete for useless loot, and they are pitifully easy, the sort of thing you'd test a monkey with.

Also scattered around the world are so-called Merlin trials, which are pedestrian physics-based puzzles that will bore you after the first handful. The game tries to force you to do all of the above by level gating progress into the main quest and severely restricting inventory space (you increase it by completing an ungodly amount of Merlin trials), but you can just do the quality side questlines and reach the required level that way, as well as just ignore all loot and have no need for merlin trials. You will get to the point where you will see them from the sky while flying around on the broom and disregard them completely, useless and tedious as they are. They are a far cry from the fun and clever Riddler's trophies from the Arkham games which clearly inspired them.

Another baffling omission: there is no Quidditch either. The stadium is there but aside from some Superman 64 flying through rings, it is never used for anything. There is even a series of cutscenes in which the game establishes that the Quidditch season has been cancelled due to safety concerns. You keep expecting it is bulding up to a grand reopening of it but no: there simply is no Quidditch. Why? Glass half full sort of people might surmise the developers didn't have time to include it, while cynics might point out that there is a separate Quidditch game (still upcoming as of writing this) being made by the same company. You draw your own conclusion.

On top of all that, the lore has been sanitized to the point of pure stupidity. It is no secret that J.K. Rowling has been in hot water with a lot of people due to her controversial socio-political opinions, so in turn it is no surprise that this game tries to step on as few toes as possible, but this does not justify the absence of many elements that make the Potter universe what it is. Let's face it, Wizarding society is far from the best of all possible worlds, by narrative design: it's a universe in which elves are routinely enslaved and mistreated by wizardkind, which also looks down on non-magic people and often discriminates against families who include them, considering them of impure blood. We are also talking about a society which maintains a prison in which inmates are deprived of their will to live by mind-bending Dementors. The Wizarding World is far removed from any kind of idyllic utopia.

Hogwarts legacy tries to steer clear of all of that: only the most fleeting of mentions is made concerning the pure blood debate, blink and you miss it, and off the top of my head I can't even remember a single instance of anyone using the word "Muggle". House elves are present as an inescapable part of Hogwarts decoration but very little effort has been made to highlight their condition, relegating them as little more than a tutorial element for the Room of Requirements mechanic, bypassing all the rest. This is the kind of aseptic version of this world that you would expect from a Harry Potter-themed corporate-run summer camp for spoiled children, and aside from the violence of the combat, this is precisely how this game feels.

They even sanitized the funny candy items: in a multimedia franchise in which children eat cockroach clusters, fudge flies, live chocolate frogs and surprise flavor jelly beans that may or may not taste like vomit, used underwear or earwax, plus a billion spells and items meant to make you fart or barf, Hogwarts Legacy makes sure to scrape all of that away, to better suit its corporate overlords and no risk offending any modern sensibility with any icky or gross. The most you get is a brief verbal mention of the stinking liquid of gobstones, though never seen in action.

The game also feels retro, like it began development on the Xbox 360 and only saw a release a decade too late. The English voice acting is not very good, with a lot of actors turning out B game performances and even the really bad idea of procedurally pitch shifting the protagonist's voice to make it sound more childish or mature depending on player's preference, which results in occasionally very noticeably artificial delivery, so when I was made aware that the localized Italian dub was far superior, I went into the options to switch the dialogue to that language. To my surprise there isn't a language menu, at all: you have to change your console's language in order to access the localized content, like it often happened on the Xbox 360. Another standard feature that's absent is any kind of control customization: beyond tweaking the camera turn speed you don't even have different control presets, meaning you are stuck with the default control scheme. You can't pause cutscenes either, a standard feature for many years which, in a game featuring fairly long ones, is a real problem. You get this feeling like the lead designer hasn't played any games in the past decade or so, and has remained unaware of the recent advancements in accessibility options. In a post-The Last of Us 2 world, this is simply no longer acceptable.

And that's what ultimately goes for the entirelty of Hogwarts Legacy: it is evident that the original vision for it was so much more than what we got, which is a bare minimum effort ubigame, which thinks randomized loot is a good substitute for compelling gameplay, and which handles the source material with such an absolutely insulting degree of cavalier disinterest, that it leaves you with the question of who exactly this game is for.

As such, it is impossible to recommend to anyone but the most undiscerning of Potter fans, who are so starved for any harry Potter-themed game that they will accept anything they can get. Anyone else can skip it with extreme prejudice: there is simply nothing here of much value.

Still. its sales were so strong that a sequel is all but guaranteed. Who knows if the next one will make good on the promise that this one failed to fulfill? One can only hope.

Cara, que experiencia andar pelos cenarios que vimos nos filmes, Hogwarts, Hogsmeade, incrível. A magia de andar pelo castelo e sempre estar descobrindo lugares novos, segredos, passagens, a exploração nesse jogo é fantástica. Tem uma trama boa, que te segura para querer descobrir mais. Unico ponto negativo é a repetição do combate, uma hora fica mto igual, lançando sempre as mesmas magias, mas não consigo pensar em outra maneira de terem feito os combates, entao eu entendo, ficou mto melhor do que as metralhadoras de magia na epoca do ps2 e ps3. Enfim, jogo fantástico.

This review will be (mostly) ignoring discourse surrounding this game, and just covering the game’s contents.

The best way to describe Hogwarts’s Legacy is Open-World Game the Game. It does nothing interesting beyond look pretty. The world is very bland to explore beyond looking at the pretty graphics. It hits all the check boxes of a Ubisoft style open-world game. Just a bunch of copy and pasted mundane activities scattered all over the place and an out of place colored loot system. Boy I sure do love getting the exact same vest that I’m wearing but now the background is purple and the numbers are bigger. The world is not horrible but certainly isn’t anything that I would consider as good, beyond visuals. And these visuals are undermined, because even though I have a pretty beefy PC, it is a stutter fest. It’s been a while since I last played this game so maybe that’s been fixed, but that stuttering was unacceptable when I played.

Story wise, it’s nothing special as far as I remember. Again, it’s been a while, but I didn’t remember it being all that interesting. Something about a goblin uprising, it didn’t really do anything for me. However, I didn’t finish the game so what do I know; maybe it becomes the greatest story in all of gaming, but I doubt that.

Hogwarts Legacy make me feel like… an absolute dope. Using spells suck. Having to swap constantly between different spell sets is so cumbersome for both solving puzzles and doing anything near interesting in combat. Combat is where I mainly have issues in. It’s incredibly easy so you’re not incentivized to mix many spells in combos and very clunky if you want to try to do anything cool. You have to make multiple spell sets that you swap between on the fly which always interrupted the flow of combat. Additionally, utility spells and combat spells share space on the same sets. Meaning you’ll have to always be organizing and editing the sets and/or switching far more often. It’s also frustrating that you have to unlock additional sets, so you have to choose between an interesting upgrade or a quality-of-life feature that you should’ve already had. I’m sick of the word “sets”.

Hogwarts Legacy isn’t awful but quite mediocre. I honestly, really regret getting this game. I wish I could get the money back, because I really feel quite sour on it both as a game and ethical reasons. I’m rather uneducated on the whole controversy surrounding this game but feel bad that I may have inadvertently supported things that aren’t great. Oh well, you live and learn I suppose.

Additional note, I genuinely wonder why this game is so well received by “the masses”. I feel people often shit on this style of open-world but so many people absolutely adore this. I wonder what people see in this that I don’t, or maybe it’s just the Harry Potter IP carrying it. Or maybe I’m simply out of touch. Well enough of the rambling.

This review contains spoilers

It's a fun adventure with plenty to do but wish it was a little more condensed. Story is basic.. There's a bad guy. Stop him.

✅Pros;
> Voice acting is great

> Animations are great

> Transmog👌

> Sound effects and Music are fantastic.

> Hogwarts itself Is fully explroable

> You can fly all over the map with your broom

> You can learn AVADA KADAVRA!


⛔Cons;
> your choices don't matter...

> played on hard and the combat is way too easy. Didn't have to use defensive potions throughout the entire game

> Classes are just cutscences (sometimes your character isn't even in them)

> You get avada kerdava at the very end of the game with no one to use it on.

> No Quidditch

Overall if they reviewed everyone's feedback for a sequel: I'm sure that game would be great!


Plutôt que de nous faire un énième open world rempli de points d'intérêts à la Ubisoft, ils auraient pu concentrer l'expérience sur le château et quelques lieux aux alentours, mais en développant les quêtes parce que là aucun intérêt.

Sem dúvidas uma experiência bem interessante, mesmo não sendo fã de carteirinha da franquia HP, a ambientação é fantástica e muito detalhada, principalmente em Hogwarts, sobre gameplay, o combate é muito bom, pena que não tão bem necessário e focado, a exploração é legal, porém muito massiva e nem tanta qualidade, puzzles bem rasos, a história eu diria que é ok e graficamente é razoável também, analisando o conjunto é um jogo bem divertido, mas longe de uma masterpiece

i played a free demo because im not giving jkr my money, and it was boring

Still going through the game but it's an awful struggle to do so given how mediocre it is. A relatively decent combat system can't save this game from being the awful chore that it is to play. It's far too ambitious for its own good, sprinkling in a ton of gameplay options yet never really expanding on any of them. What's the point of farming materials from beasts I can capture and redesigning my Room of Requirement if all the implementation of these mechanics are clunkily executed?

So much of the game feels like it just exists to waste your time. I'll be running halfway across Scotland into a dungeon, killing everything in my path without remorse and what's my reward? A pair of ugly fucking glasses that I'll never use. You'll then spend a good chunk of time selling off or discarding shit gear because you've run out of space to pick up even more shit gear. None of the gameplay loops are remotely fun or rewarding.


Then there's the awful story. An insanely vanilla MC whose actions don't reflect the world they're in. You can be a maniacal mass murderer even in front of your teachers, and the plot won't change to reflect it. There's a continuous illusion of choice which would be fine if any of the damn characters were actually interesting as a compromise.

It's just another high budget open world game that takes no effort to actually provide any depth.