Reviews for Child of Light (NA)


An Amazing and Beautiful Game

nairume | May 14, 2014 | See all nairume's reviews »

It is funny to think that, not but two months ago, Ubisoft released a terrible attempt at merging the WRPG and the JRPG in the form of South Park: The Stick of Truth. Child of Light completely makes up for that embarrassment by being an absolutely amazing game that manages to take the best elements from both sides of the RPG genre and expertly blends them into an amazing and wonderful experience. With a fantastic combat system held with direct inspiration from the venerable Grandia series and an art style that looks like a painting in motion, coupled with varying difficulty levels that accommodate wildly different play styles, Child of Light is an instantly accessible and infinitely fun game for everybody to play.


Once upon a time...

C_stat | May 1, 2014 | See all C_stat's reviews »

When I first saw footage of Ubisoft Montreal's -- the main team behind the Assassin's Creed franchise -- Child of Light, I was rather skeptical of the quality of the final product; after all, this is a studio who produces AAA titles such as most Tom Clancy games, AC (as mentioned before), Prince of Persia, and others, rather than one that produces indie-like, JRPG-like, adventure, 2D platforming, real-time, turn-based games.

When playing Child of Light, one can see how the developers saw all their objectives meet.

The presentation is impeccable; the world is wonderfully crafted, the controls are well thought out, the soundtrack conveys the feel of the game, and the entire script is written in meter -- which might have its downsides at certain moments where the player is not completely devoting his attention to the verse. The gameplay is not just a copy-pasta of older RPGs, something that becomes more common every day.

The gameplay consists of some basic platforming (jumping, moving crates, getting items, puzzling, etc.) and as mentioned before, turn-based, real-time combat. I know that these two might contradict each other, but that is the best way I think I can explain the combat system. While you do have to wait for your turn to attack or defend, certain attacks of yours will yield a slower delay on the time bar (a clock that keeps track of how long a player has to attack, and how long a player has to wait for his turn). While the system might seem unbalanced if you are outnumbered by enemies, it really is not. And this is mainly because of your helper/friend, Igniculus -- a blue-colored firefly that resembles Wind Waker's forest fireflies in physique, and Rayman Legends' Murphy in action.

The player controls Igniculus through the right thumbstick in order to solve puzzles, open chests, and blind enemies. The last of these features really adding into the combat system.