The Black Queen has stolen the Sun, the Moon and the Stars. You play as Aurora, a young princess with a pure heart whose soul is brought to the kingdom of Lemuria. Embark on a quest to recapture the three sources of light, defeat the Black Queen and restore the kingdom of Lemuria.Read full description
The kingdom of Lemuria is in despair
The Black Queen has stolen the Sun, the Moon and the Stars. You play as Aurora, a young princess with a pure heart whose soul is brought to the kingdom of Lemuria. Embark on a quest to recapture the three sources of light, defeat the Black Queen and restore the kingdom of Lemuria.
Created by the talented team of Ubisoft Montréal using the UbiArt Framework, Child of Light is an RPG inspired by fairy tales. Take an extraordinary journey through the vast world of Lemuria and explore its mythical environments, interact with its inhabitants as you discover new locations and their secrets.
Across your experience through Lemuria you will meet encounters that you will remember, from friendly fairies and gnomes to vile wolves and dark dragons.
Aurora has the power to fight creatures from the dark and to restore the Stolen Lights. Fight alongside the Igniculus in Active Time Battle Systems. Your firefly ally can be controlled by another player, so you can live this adventure with your friends.
Looking for some of the sensitivity hidden inside this hellish mob of the day to day, have a little fun in that game to rescue this side of you. Simple, beautiful visual, consistent and with an exciting background story, all done in prose and verse. Fly in this stepmother's fairy tale against the lost angel and find a way to help her avenge her father. You can go that you have no regrets and good game.
Child of Light is an enchanting and beautiful role playing game with a story book feel to it. The unique painting-like art and the epic soundtrack really pulled me in and brought the story to life. The characters were unique and each had powerful background stories of their own that tied into the main story. The character interactions range in emotion and add even greater depth to an already powerful story. The game is also full of surprises that fit perfectly into the story and sometimes might leave you in tears. The world itself is full of hidden treasures and there is so much to explore. You can teleport back to places you have already been to collect anything you missed by teleporting with the map. Some items are part of side quests that add more hours of gameplay. The method of travel is walking or flying with Aurora's wings through various landscapes. The world will have many unique obstacles and puzzles as you continue through each area of the world. And for people who get bored with random battles in RPGs the monsters are visible on the field and can be avoided. Child of Light is a truly unique RPG that is fun for gamers of all ages. The game has so much replay value that it was worth playing again! Be sure that if you get it on Steam that your PC can run it well or it could ruin the experience.
So beautiful I think we haven't created a word for this yet. Child of Light is a step further in art design, and it is the kind of game you would like to show to someone who loves plastic art. Is that all? No, since gameplay is as "beautiful" as visuals. Inside its classic RPG structure we find enough new features to say that Child of Light is an unique game. Its battle system is innovative and has more into it than just selecting the attack command. Gameplay is great, music is great, design is brilliant and that Metroidvania style suits it well. Child of Light is almost the perfect game.
Context Child of Light is what many call a AAA indie game. It's an hybrid between a JRPG and a (light) platformer, from Jeffrey Yohalem, best known for Far Cry 3. It's quite the leap, from one game to another! The team who made this game was far smaller, but more focused as a result. It comes from a place of fairy-tales and fantasy worlds, as form of escapism. It's definitely different from what we usually see in videogames, especially from big companies. Its art caught my eye a while ago, and since it was on sale, I decided to finally try it! Unfortunately, due to university, I couldn't play it all in a few days, having to play it sparingly, in the span of 2 weeks instead. It took mee a little over 15hours to beat, with every sidequest done, on "Expert" difficulty. Presentation As I said, its visuals were the first aspect of this game to catch my attention. It instantly reminded me of John Bauer's work (who is rather well known for his Swedish Folktale illustrations -- Paradox's Runemaster was mainly inspired by his art as well!), which was a nice surprise. Later on, as I played, I dug a bit deeper and discovered that it was indeed inspired by not only his artwork, but all of the Golden Age of Illustration, which I didn't know about. Look it up, it's great! The whole game is hand-drawn and painted, with the addition of some 3D animation as well as lighting effects. Comparisons with pop-up books aren't unfounded either, as the game has lots of different layers of textures in the backgrounds, making the game feel very organic. The art in general is rough, almost looking like a draft, but I feel that was intentional. All in all, the game looks great, and certainly unique (!), but I would have liked to see a more detailed version of this style. Again, when I looked the Golden Age of Illustration up, I was amazed with the detailed drawings. Of course, it's very different to make 10-20 drawings than it is to make probably hundreds, for a complete videogame. Still, since it's Ubisoft we're talking about, maybe the idea will be pursued further! The animation also has some really nice details to it! Not unlike Disney or Ghibli's movies, the best part of it is how they animate the little details and creatures that populate the universe. Unfortunately, the enemies weren't nearly as fluid and charismatic. Not sure if it was to reinforce the hand-made feeling of the game or not, but it would have been better to flesh those out a bit more. The backgrounds, though, are full of live, with little creatures constantly popping up. Very nice art direction, overall! The Music was mostly awesome! Honestly, it evoked similar feelings as Brothers: A Tale of Two Sons did. It has calm moments, composed only with a cello and a piano or a flute, on top of the ambience sounds, and it's great! Besides, there are some musician characters around the world, who play their instruments in tune with the background music -- which I always love! Even the main character plays a flute, at times, making some of the melodies very memorable! The biggest problem, for me, is how grand ideas always seem to fall into the same pit: orchestrating their music. Seriously, it happens way to many times. Instead of the very organic and personal music with just a couple of instruments, the game sometimes feels the need to orchestrate everything. While it gives it a more "epic" feel, it's much more impersonal and generic, to me. This happens mostly in the battle tracks, but it was still rather underwhelming, to me. The soundtrack was composed by Coeur de Pirate. I didn't know of her music, and still don't like it very much. Regardless, she has done a brilliant job in here! The sound-effects didn't catch my attention. I'll take that as a positive, since I can be easily annoyed by them! General Structure & Mechanics The game has 2 main components: 2D platforming, where you explore the world and meet NPCs, and then the JRPG combat system. Neither of them are really noteworthy on their own, but everything in the games comes together rather well, creating a very solid overall experience. The game only has an overworld map, with the ability to fast-travel to previously seen locations. The adventure/exploration aspect of the game is mainly tied to exploring the landscape, finding Coffers with consumables, Attribute bonuses, and Confessions (which I'll explain later on). You get the ability to fly very early on, so platforming, per-se, isn't an issue, here. The maps are fairly open, with lots of (slightly) hidden areas for you to explore. However, the game's RPG side is very stream-lined, making most of the exploration pointless, most of the time. I still did explore, but the payout was very little, because of the combat. The encounters aren't random, as you can see every enemy. You can also avoid them, if you will. I'm assuming this could be fine if you were playing on Casual Mode ("For those in it just for the story"), but on Expert, you will need to fight the monsters to level up and face the Boss fights. There's no need to grind, and fighting the monsters you encounter normally should suffice. This is a good way of doing things, although Yahtzee has a good point: Is it worse when the game batters me with the boring stick, or when it puts the boring stick on the ground and leaves me to batter myself with it? Why is the combat streamlined? Well, for example, there's no equipment. Instead, each character has 3 Occuli slots, which are crystals that you can craft, each with a different effect. The 3 slots loosely stand for Weapon, Armor and Trinket. The crystal's effect in every character is the same, when used in the same slot. It's actually quite complicated to explain. And even more to discover their uses, since the interface for it is rather clunky. It was clearly made with a controller in mind, and is missing a lot of keyboard+mouse funcionalities. Each character has a "talent tree" with 3 branches, that give them access to different types of skills. You get skill points from leveling up. There's no re-specializing whatsoever, which can be annoying. If you get another character with the same skills you've already chosen in another character, it can be annoying to be stuck with a bunch of useless skills. Overall, though, it didn't prove to be a real issue. Combat dynamics are completely off For example, you have access to several potions, with stat changing effects (for X turns, in combat). These do exactly the same as characters' skills. So... why use potions? There's almost no reason to! With the exception of H/MP potions. Then, there's the fact that there's a "progress" bar, influenced by speed. When you reach the "Casting" part of the bar, you're set back, and your spell canceled, if you're hit. This adds strategy to the game, but you're often outnumbered (you have 2 characters, vs. 3 enemies). This gets you interrupt all the time, during Bosses. And it simply feels unfair! It's infuriating, at times, as you almost rendered useless. ... Then, there's also the fact that buffs don't last long at all, and with only 2 characters, you have to cumbersomely change between characters... it's effective, but very counter-intuitive, and makes the combat less enjoyable than it could have been. I'm already out of words. I didn't like the combat. However, I thoroughly enjoyed the overall experience! I think it dragged on a bit, especially with the sub-par combat. And for each of its faults, the game also had some nice little detail to make up for it! I enjoyed the world and the dialogue (which is all in rhyme -- didn't annoy me at all, I actually found it a nice little effort). It's a very nicely crafted experience, give it a go!
Child of light is a unique rpg game developed by Ubisoft Montreal.Its built on the UbiArt Framework Engine decorated by a handpainting artstyle. The story follows a little princess Aurora as she wakes up on an altar in the mythical land of Lemuria. The visuals are great and the handpainted like environment and figures in combination with the music that really shines gives a brilliant outcome.The world of Lemuria is beautiful, gameplay is pleasing making the players want to explore the environment and find all the collectibles.The game breaths out a fairytale warmth and characters are speaking in rhymes making the experience more intense. Child of light includes exploration which is fun as Aurora have the ability to fly in this realm, puzzle solving and combat.The combat is turn based with real time elements.Attacking enemies while charging an attack force them to interrupt and put their move back in the timeline that is shown in the bottom center of the screen. Igniculus is a small blue ball of light.it becomes the first companion of Aurora and helps her in fighting by blinding enemies and slowing their progress in the timeline.it is also helps in finding mana from plants. Leveling up gives you one skill point that you can spend on the upgrading tree.The game provides 6-7 hours of gameplay.In the beginning the game may feel like a childish fairytale but as it progresses it takes a more dark and dreadful color.Its a unique creation of Ubisoft which i definitely recommend.
All reviews are moderated and may not appear on the site staight away
Thank you for your patience whilst we complete this process.