
One issue that will undoubtedly bug older players is the fact you can't choose which spells to use at specific times; they're chosen automatically. One button corresponds to jinxes (attacks) while another corresponds to charms (environmental). There are numerous attack and environmental spells, but it's all context-sensitive so the game chooses which ones to use. Goblet of Fire is very unlike those games where enemies and weapons have unique elemental attributes, and it's up to the player to decide when to use the appropriate attack. Yes, Goblet of Fire is a kid's game and therefore can't be too complicated, but a little more freedom over when and how to use your spells would have gone a long way.
Another area of annoyance is in the way characters control. To start, though, you can choose whichever character you want at the beginning of every stage. You can even assign specific upgrade cards (earned by finishing stages) to grant each character boosts in the area of stamina and spell strength. There are also "friendship" upgrades that let your character heal nearby allies. But for all the character system has going for it, actually running around the various stages of the game feels sluggish, almost as though the characters were running under water. This affects every stage except those with a near complete absence of enemies.
When it comes to the racing segments, though, Goblet of Fire really shines. Whether you're tearing through the sky trying to evade a dragon or swimming through the sea blasting villainous mermen, the experience is fast and engaging. These sequences aren't as smooth as their console counterparts are, but they're fun regardless. And just like the rest of the game, these sequences look pretty good. Most of these swimming/ flying stages play out like old-school on-rail shooter games, so it's all about steady navigation and (somewhat) quick trigger fingers.
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Posted: 10 Nov 2005