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Child of Light Review


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On 06/02/2014 at 12:00 PM by Daniel Iverson

Sparkle and fade.
RECOMMENDATION:

Child of Light is an artistic achievement that shines occasionally, but I enjoyed it less the more I played it. If you place a premium on aesthetics or like the simple pleasure of a casual game, it may engage you more consistently.

Child of Light is the video game equivalent of a children’s bedtime storybook. It’s full of beautiful artwork and whimsical characters. It lights a spark and captures your imagination. Then it starts to put you to sleep.

The story centers on Aurora, a young girl from a royal family whose apparent illness actually whisks her off to the fantastic world of Lemuria. There, she begins a quest to recover the sun, the moon, and the stars from a dark adversary. Determined and stubborn, Aurora is an endearing and easily likable protagonist. Whenever she’s hit in battle, her crown falls off and her sword — obviously a few pounds too heavy for her petite stature — drops to the floor. But she always picks them up again, ready to press on. 

Unfortunately, Aurora leads a plot that’s more often dull than engaging and even harder to follow. It unfolds entirely through poetic verse, which flows erratically with awkward rhymes that often feel contrived, like the writers tried to force essential information to conform to the style. Perhaps if the poetry were limited to specific instances or supported with voice work, it would be enjoyable.

The game’s audiovisual style is a lot more natural, and it’s a treat. Ubisoft’s Ubi-Art engine brings Lemuria’s dreamy world to life with a muted watercolor palette and beautiful animations. Exploration of its deep forests and mountainous crags is set to an equally beautiful piano score, while rousing orchestral and vocal pieces complement battles. Often, the music would stay with me well after I’d shut off the console. 

The world is designed with a mix of wide open spaces and branching paths, each peppered with enough puzzles, traps, and treasures to maintain interest while you explore. Although, with all the choices of where to go, a mini-map would’ve done wonders to aid navigation. Puzzles are easy and quick to solve, often favoring the ever-popular crate and pressure plate, although a few employ more creative light and shadow mechanics.

Battle, however, is where you’ll spend the majority of the time. Combat works like the Active Time Battle system from old Square Enix RPGs, where everyone waits a set time to act. Icons representing both friend and foe move from left to right down a shared time bar. The first 75% of the bar is labeled WAIT, while the remaining 25% is labeled CAST. Whenever one of the icons hits the CAST area, the corresponding battle participant may act. Each action then activates at a different speed.

Defending activates instantly while casting a powerful spell requires waiting another few seconds. If the attack you choose is faster than the enemy’s, you interrupt it — and vice versa. Interruptions are the key to battle. Over the course of the game, you’ll acquire a few tools to manipulate time. Using them effectively is the battle system’s primary strategic element. Misjudge, and you will be hurting.

The battle system repackages concepts you may recognize from other RPGs (like the party member switching mechanic Final Fantasy X popularized). Although it’s more derivative than innovative, it’s also well-balanced and features a decent variety of enemies and skills; I enjoyed it for a while. Like plenty of RPGs before it, Child of Light’s battles eventually succumb to repetition. Individual encounters may be quite protracted, which amplifies the problem.

Outside of battle, you’ll upgrade characters with basic skill trees. In lieu of weapons and armor, characters may craft and equip “occuli” — gems whose functions change depending on whether they’re used for offense, defense, or support. For example, the same gem could add a fire element to attacks, increase resistance to fire, or raise maximum MP depending on where it’s equipped.

The upgrade and occuli systems, like the crate and pressure plate puzzles, are appropriately simple for the scope of a fifteen-hour game. That said, the sum of Child of Light’s simplicities is its biggest weakness. The dull story and diminishing returns of combat leave a game too dependent on its charm, which fades well before the credits roll. To call it style over substance would be unfair, because a technically well-executed game exists beneath the artsy surface. But it’s all too often simply boring to play, and even its best elements remind of at least a half dozen other games I’d sooner recommend.

Review Policy

In our reviews, we'll try not to bore you with minutiae of a game. Instead, we'll outline what makes the game good or bad, and focus on telling you whether or not it is worth your time as opposed to what button makes you jump.

We use a five-star rating system with intervals of .5. Below is an outline of what each score generally means:


All games that receive this score are standout games in their genre. All players should seek a way to play this game. While the score doesn't equate to perfection, it's the best any game could conceivably do.


These are above-average games that most players should consider purchasing. Nearly everyone will enjoy the game and given the proper audience, some may even love these games.


This is our middle-of-the-road ranking. Titles that receive three stars may not make a strong impression on the reviewer in either direction. These games may have some faults and some strong points but they average out to be a modest title that is at least worthy of rental for most.


Games that are awarded two stars are below average titles. Good ideas may be present, but execution is poor and many issues hinder the experience.


Though functional, a game that receives this score has major issues. There are little to no redeeming qualities and should be avoided by nearly all players.


A game that gets this score is fundamentally broken and should be avoided by everyone.


 

Comments

Nick DiMola Director

06/02/2014 at 04:22 PM

I kind of got the impression that this is what we were in for with this game. I still might check it out if/when it's on sale, but I can see myself growing tired of it fairly quickly.

Cary Woodham

06/02/2014 at 07:58 PM

I loved Child of Light, myself.  I never got bored and the shorter length of the game kept me interested.  Lots more interested than with Bravely Default even!  My review of Child of Light goes up at the end of this week.

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