XBOX REVIEW | Simon The Sorcerer Origins

XBOX REVIEW | Simon The Sorcerer Origins

Originally released in 1993, Simon the Sorcerer quickly became one of those games that stuck with me, not just for its irreverent humour and fairy-tale send-ups, but for how brilliantly offbeat Simon was. He wasn’t your typical hero; he was a snarky teenager with a spellbook and a chip on his shoulder. Inspired by Discworld and Monkey Island, the game threw him into a magical realm full of eccentric wizards, talking creatures, and the kind of British wit that still makes me grin. And with Chris Barrie (of Red Dwarf fame) voicing Simon, it had a charm that was hard to forget.

Playing Simon the Sorcerer Origins on Xbox Series X felt like stepping back into that world with a fresh coat of paint. It’s the official prequel, charting Simon’s transformation from reluctant teen to the robe-wearing wizard we know. It opens with Simon adjusting to a “forced move” and life with his loving mum, until an ancient prophecy whisks him away to a realm of mostly-useless wizards, oddball creatures, and magical chaos.

As Simon explores this world, he’ll solve puzzles, cast spells, and trade quips with the bizarre, all while uncovering the secrets behind the prophecy that summoned him. The game leans into the series’ trademark sarcasm and humour, but adds emotional depth too, showing how Simon grows into his role. Whether you’re chasing nostalgia or meeting Simon for the first time, Origins feels like a warm return to a world that never took itself too seriously, and that’s exactly why it worked.

ℹ️ Reviewed on Xbox Series X | Review code provided by PR/publisher. This review is the personal opinion of the writer. Got unanswered questions about this game? Get in touch on X!

DeveloperSmallthing Studios
PublisherININ Games

Things I liked!

  • Hand-Drawn Worlds with a Modern Twist | The visuals strike a lovely balance between whimsy and atmosphere. There’s enough detail to spark curiosity, but not so much that it distracts from puzzles or dialogue. Character animations are fluid and full of charm. You’ll spot plenty of visual gags tucked into the background, if you take the time to look. What stood out most is how the art style honours the original’s pixel roots while stepping confidently into something more cinematic. It doesn’t feel like a reboot chasing trends. Instead, it’s a natural evolution, respectful of the source material, but more expressive and animated. Everything looks crisp and vibrant. The interface is clean and intuitive.
  • Sound Design and Voice Work | Sound design in Simon the Sorcerer Origins walks a clever line between homage and reinvention. The soundtrack leans into whimsical fantasy, with melodic themes that feel right at home in a world of bumbling wizards and talking beasts. It’s not bombastic or overly cinematic, it’s playful, textured, and quietly atmospheric, supporting the game’s humour and pacing without ever pulling focus. Some of the original voice cast don’t return, but the new performers do a solid job capturing Simon’s trademark sarcasm and teenage exasperation. Dialogue delivery is snappy, with plenty of dry wit and knowing pauses that echo the original’s British charm.

    Supporting characters, from pompous spellcasters to grumpy goblins, are voiced with just the right amount of theatrical flair, keeping conversations lively and entertaining. Sound effects are equally well-judged. Spellcasting has a satisfying fizz and pop, doors creak with cartoonish exaggeration, and background ambience helps each location feel distinct, whether it’s the echo of a dungeon corridor or the gentle hum of a magical library. It’s all tuned to support the game’s tone: cheeky, curious, and just a little chaotic.

  • Where the Writing Shines | What really kept me hooked was the story itself. It’s clear the writers understand what made the original Simon the Sorcerer tick, sharp humour, eccentric characters, and a world that’s just the right amount of ridiculous. While I’ve already touched on the charm and voice work, it’s the way the narrative unfolds that really impressed me. There’s a genuine sense of adventure, with enough twists and magical mishaps to keep things moving, and I found myself wanting to see where Simon’s journey would lead next.

    For younger players, the humour might occasionally fly over their heads, and some of the references are clearly aimed at older fans, but the core tale is still engaging, funny, and easy to follow. A few puzzle spikes might briefly stall the momentum, but the story itself remains a strong incentive to push through. It’s helped enormously by the game’s visual and audio tone, bright, expressive, and full of personality, which makes the whole experience feel like stepping into a cheeky animated fantasy that’s genuinely worth exploring.

  • Classic Clicks or Direct Control | Controls are refreshingly flexible, with the option to switch between classic point-and-click navigation or more modern direct controls. I found the direct setup far more intuitive, especially on Xbox Series X, allowing me to move Simon around with ease and interact with the world more fluidly. It’s a small change, but one that makes a big difference in how the game feels moment to moment. For players used to traditional adventure games, the classic mode is still there, but I’d recommend giving the direct controls a go, they help the game feel more responsive and accessible, especially for younger players or those new to the genre.

  • Options That Welcome Everyone |  Accessibility is clearly on the developers’ minds, and it shows in the small but meaningful options available. You can adjust text size and contrast, making dialogue and UI elements easier to read, especially helpful for younger players or anyone gaming from a distance. Subtitles are on by default and well formatted, and the interface stays clean and uncluttered throughout. There’s also a lovely touch of nostalgia baked into the visual settings: you can toggle a VHS effect or a retro TV filter, giving the screen a fuzzy, curved look that mimics playing on a telly from the ’90s. It’s purely cosmetic, but it adds a layer of charm for longtime fans. Language support is solid too, with English and German voice options and text available in 11 different languages. Control-wise, you can choose between classic point-and-click or direct controls. I much preferred the direct setup, it felt more intuitive and responsive, especially on Xbox Series X. While it’s not the most expansive accessibility suite out there, what’s included feels thoughtful and well-integrated, and I’d love to see even more added in future updates.

Mixed & disliked!

  • A Few Puzzling Spikes | If I’ve got one grumble, it’s the difficulty curve. Early on, I hit a puzzle where the solution hinged on something that wouldn’t actually work in the real world, and that completely threw me. I didn’t even consider it as an option, because it felt so illogical. It’s the kind of design that might charm veteran point-and-click fans, but for younger players or newcomers, it risks feeling unfair. That said, as you play and get to grips with the game’s mechanics, things do start to click. The logic becomes more familiar, and progression feels smoother, though there are still the occasional difficulty spikes that can stall momentum. A hint system or optional guidance toggle would help smooth things out, especially given how welcoming the rest of the game tries to be.
  • A Spell of Sarcasm | While I loved the dry wit and sarcastic tone, the very British humour might not click with all players, especially those unfamiliar with the original’s style or expecting something more straightforward. It leans heavily into cultural references, wordplay, and a kind of self-aware silliness that’s very specific to UK comedy. For fans of Blackadder or Monty Python, it’s a treat, but others might find it a bit too smug or meandering. That said, it’s part of what gives the game its personality, and for many, it’ll be a highlight rather than a hurdle.

  • Lip Sync Hiccups | There’s the occasional lip sync hiccup, nothing major, but now and then the mouths don’t quite match the words. It didn’t bother me much (I watch a lot of dubbed films, so I’m used to it), but it’s worth mentioning as it might pull some players out of the moment.

How long did I play the review before publishing? 16 Hours
How long to beat the story? 13 Hours
You’ll love this game if you like these | Day of the Tentacle Remastered, Return to Monkey Island and The Wolf Among Us.

CONCLUSION

Score: 85/100

Witty, weird, and wonderfully nostalgic, Simon’s still got it.

Simon the Sorcerer Origins isn’t just a nostalgic nod, it’s a lovingly crafted return to a world that still has plenty of magic to offer. While a few puzzle spikes and pacing hiccups might test your patience, the story, humour, and visual flair more than make up for it. The option to tweak controls, language, and even screen effects shows a real effort to welcome both longtime fans and new players alike. Whether you’re revisiting Simon’s world or discovering it for the first time, this is a charming, cheeky adventure that’s well worth your time, and one I genuinely enjoyed from start to finish.