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The follow up scene also skips over one of the entire series’ two biggest reveals. That’s the big reckoning between these two characters who have hated each others’ guts for seven years? It’s hardly the only case where the actual substance of the story is sacrificed to get players on to the next shooting bit. It’s a pivotal and powerful moment in the book and the film, but in the game, Snape says a total of eight words to Harry before the game moves on. I won’t give away the actual plot here, but towards the end of the story, Harry goes to meet Snape in a boathouse and the whole issue of Snape’s real motivation and loyalty is decisively settled. The transitions are ignored, motivation is absent, and there’s only enough dialogue to remind players of the characters’ names. The story certainly won’t hold your attention, at least not based solely on what’s presented in the game. Also, why is the Apparate spell introduced so late in the game and why is it only limited to Harry? It’s one thing that helps to set the game apart but it’s so underused it might as well not have been included. Since each spell has a unique recharge time, you’ll have to switch back and forth frequently during battle but equipping some spells actually changes your character’s perspective and one even shares a button with the get in/out of cover command, both of which make combat more chaotic and confusing than it ought to be. There are a few problems with the system. It may parallel the standard shooter conceits, but it’s nice to see them in a new form. Have an enemy right in your face and want them to drop quickly? Use the rapid fire Expulso on them. Enemies crouching behind a distant wall? Drop a homing attack on them with Impedimenta. Enemies blocking your attacks? Take them out with Expelliarmus.
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Now you’ll actually have to pick the right spells for the situation. The last game had spells that looked different but just dealt generic damage to your enemies.
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Probably the best improvement made to the shooting part of the game is that the spells actually matter now. The levels are also more suited to this type of gameplay, with lots of available cover and a real incentive to move around during the battle to gain an edge over your opponent. but even these usually have some sort of shooting element. Sure, there are a few alternative sequences, which mostly involve running away from explosions/fires/floods/etc. You’re just playing a shooter where the machine guns have been replaced with wands. Now you’re not bouncing from a cover-based shooter to a stealth game to an exploration game. The chest-high walls seemed out of place in that game but they’re more at home here, in part because the developers have made them a greater focus. I was originally skeptical of the series’ transition to a cover-based shooter in Deathly Hallows 1. The gameplay and environments have been seriously improved, but the repetition and complete failure to actually tell a comprehensible story keep you from enjoying the game’s strengths. There’s a bit of replayability with the extra challenges and harder modes, but you’ll be finished with this one in a day or two.
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At just a few hours, it took me about as long to finish this game as it did to watch the movie it was based on.