Child of Light review

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I originally decided to write this review in verse, as Child of Light is presented. However, it was shit, so I scrapped that idea and will just do a plain, vanilla review. I’m so sorry.

256290_screenshots_2014-07-15_00001It must be said that Child of Light is a truly beautiful game. From the art style, to the score, to the story…just beautiful. You play as Aurora, the daughter of a duke in 19th century Austria. One day, Aurora falls into a deathly sleep, and everyone assumes she is dead. But, plot twist, she is not! Aurora wakes up in the strange land of Lemuria; a land in which the sun, moon and stars have been stolen by the dark queen, Umbra. It’s up to you to restore it, as Aurora, the Child of Light! The game is developed and published by Ubisoft, and isn’t their usual MO, but don’t let those nasty sceptics put you off – they did a bloody good job! It’s also written by Jeffrey Yohalem, who wrote AssCred: Brotherhood (the best one) and FarCry 3.

256290_screenshots_2014-07-15_00003The game is presented like a mixture between a children’s bedtime story and an opera. Just looking at the unique art style reminded me of books from my childhood, illustrated by artists such as Mick Inkpen, or Antoine de Saint-Exupéry’s The Little Prince. There isn’t much more I can say about the art style that does it justice – just check out some of my screenshots. It’s like a picture book come to life, and if that isn’t enough just to give this lovely game a go, the accompanying score is just wonderful. The game is a love letter to older JRPGs in numerous aspects – the music being one of them. Composed by Canadian artist Cœur de pirate, it seamlessly blends serenity with peril, tranquillity with jeopardy and even, dare I say it, light with dark. Once you have finished the game, the soundtrack is definitely something that you will not let go of. I have it playing right now (for scientific purposes)!

256290_screenshots_2014-07-16_00005Aurora is joined on her journey by a firefly named Igniculus, who can be used to reach far off objects, heal, and slow down enemies in battle. The game also features a co-op mode, where a younger sibling can control Igniculus (because they won’t be controlling Aurora, will they?). There are seven colourful party members to unlock in total (eight with the Golem DLC) as the game progresses, each with a wide variety of skills such as healing, offensive magic, status magic, tanking and so on.

256290_screenshots_2014-07-15_00013Fans of older JRPGs such as some of the older Final Fantasy games, notably VI, will feel a wonderful sense of nostalgia. Well, at least, I did. Combat follows a turn-based battle system in which combatants must wait until they reach the appropriate point on the battle gauge. Once they get about 3/5 the way down the gauge, you can select an attack. The rest of the gauge is ‘casting’. If a character is attacked whilst they are casting, they will be interrupted and sent back down the gauge. Igniculus can slow enemies down, allowing you to manipulate their battle gauge. As such, the battles require quite a lot of tactics and timing. Two members of your party can be in the battle at any time, but you can swap in and out whenever you want to issue an action, meaning that you can chop and change and tailor your combatants to suite the battle’s needs. There is a wide variety of enemies, and every character has their uses (albeit some more than others) so battles rarely feel stale or tedious. I played the game on the higher difficulty (obviously), which made it a lot more challenging but not impossible. It required me to think about fights tactically, and always be one step ahead, planning my next move. There were a few enemies that posed a bit of a problem, but in the end once I worked out their patterns it was quite straight forward. Bosses are often accompanied by a couple of ‘basic’ monsters, so my advice is always get those goddamn adds first! Outside of combat, players control Aurora through the nicely painted levels in a kind of Limbo side-scrolling puzzle solver way (just with much less child death…). The game also features an impressive skill tree which, whilst appearing quite dautning, is very straight forward so both veterans and newbs can grasp it. Once the story is completed, New Game Plus is unlocked, allowing you to restart the game with your current party and skills and fight even tougher enemies! #replayvalue256290_screenshots_2014-07-15_00005One unpleasantry is that the game uses Uplay. Yh. Once you get past this, all is well, but there is that initial moment when you start the game and you’re filled with dread as you have to sign in to yet another account using some annoying client that no one cares about.

256290_screenshots_2014-07-15_00009As I said at the beginning (which feels so long ago now, doesn’t it?), all of Child of Light’s dialogue is written in verse. It follows a rhyme scheme of ABCB, and whilst an interesting and mostly well written approach, some rhymes do often feel a little forced and lazy, and as a result completely breaks the flow of dialogue. But writing a whole game in rhyme is pretty darn challenging I’m sure, so I can let them off for that mostly. Mostly. The story if endearing and thought-provoking, but it’s the overall experience that makes Child of Light a must-play. It’s just beautiful. Have I said that already? Probably. But it is. Beautiful. Go play!

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