Wednesday, 21 May 2014

No Holds Barred Review: Child of Light (PC)



Child of Light (PC)

Greetings Ladies and Gentlemen. I’m the Guardian and welcome to the No Holds Barred review of the latest brainchild to work its way from the powerhouse studio that is Ubisoft Montreal as well as the development team behind last year’s hit game Far Cry 3. This is Child of Light.


Now, to be perfectly honest with you, when I hear the sentence “from the team that brought you Far Cry 3” the last thing that came to mind was a 2D RPG with a fairy-tale story written in a Shakespearian style, but here we have it. Which just leaves us with one simple question to ask, is it any good?

            Starting off, let’s take a look at the general premise of the game. We see the story of a young Austrian girl in 1895 called Aurora who dies in her sleep one night only to wake up in the mystical land of Lemuria, a strange land caught in the clutches of the Black Queen who has stolen the Moon, Sun and Stars. This leads us into a fairy-tale world as we see Aurora travel Lemuria in an effort to get home to her father (an Austrian Duke) while making friends with a motley crew of creatures along the way, and her we find the first strength of the game as each character has their own backstories and dreams as well as a unique personality which leads to some interesting dialogue as they interact with the other characters and the world around them. This unfortunately doesn’t translate to the rest of the game however  as the rest of the characters, outside of one or two instances, aren’t nearly as fleshed out as the main cast which unfortunately leaves the world of Lumuria feeling a lot smaller and bit more flat and lifeless than it should otherwise actually be.

            As for the story itself, the story of Child of Light is quite unique in its writing as it is written entirely in an almost Shakespearian style with every line of dialogue having an almost sing song quality to it - a massive feat in itself when it’s considered just how difficult it would have been to write all the dialogue in a style such as this. Unfortunately this is both a blessing and a curse as, yes, thought the dialogue is impressive and lends itself quite well to the games fairy-tale feel, it also has the drawback of being quite distracting at times and causes some of the dialogue to become confused, which, quite naturally, hinders the story.

That said however, the story itself is fairly well written for the most part and, though it’s nothing really earthshattering, it does its job of telling a story as well as managing to keep some of the darkness one would expect from a traditional fairy tale but sadly it really doesn’t hit as hard as it should have otherwise done, instead comeing off as a bit trivial at times and sadly leads to the story being a bit of a disappointment.  Quite a tragic turn of events really, especially when the general premise of the story was a really interesting one. Sadly though, it seems like the writers really weren’t up to the challenge but here’s hoping they learn and give us a much better story next time.



            As for the games graphics, Ubisoft have used their UbiArt game engine to wonderful effect here as Child of Light is easily one of the most staggering games that I have seen in quite some time. Each environment is wonderfully designed in a style almost reminiscent of a water painting and really does look like something from a fairy-tale, be it a dark and creepy forest or the watery depths of the sea. It doesn’t just stop at the level designs however as this level of detail here has been applied to all the character and enemy designs, something that becomes very apparent when you look upon Aurora who has an unworldly look about her as her hair swishes and billows around with an almost ethereal quality about it as she moves and fights. Sadly though the graphics are spoiled from time to time by a small slew of graphical bugs that seem to effect the 3D rendered sprites whenever 2 or more of them are on screen at the same time – hardly a game breaking bug but at the same time it was more than a bit annoying to see multiple sprites jittering all over the screen during combat or a cutscene. Also, in addition to this, it would have been nice to see a bit more of the world of Lumuria as the map is relatively small in comparison to other games of its kind.

            The sound work of the game is also something to behold as it is some of the best that I have ever heard. Each footstep you make has the satisfying feedback of footfalls against stone and earth, each physical blow has the enjoyable sound of a weapon (or fist) hitting an enemy in the face, each spell has a distinct sound; be it the roar of fire or the crackle of lighting, and even Auroras wings give a gently flutter as she travels through the skies of Lemuria but it doesn’t just end there as Child of Light also boasts one of the most amazing soundtracks that I have ever heard and has fast become one of my favourite OST’s -  solidly up there with the soundtracks of Crysis 2, Mists of Pandaria, Assassin’s Creed: Revelations, and Legend of Zelda: Wind Waker. 



            As for the gameplay of Child of Light, we see a 2D game in the classic side-scrolling style with a slight twist. Very early on in the game Aurora gets a pair of wings which gift her the ability to fly. From then on in you can take to the skies in full 8-direction movement which opens up the full extent of the map, allowing you to explore hidden areas for treasure chests containing upgrades for Aurora and her companions or to solve environmental puzzles to progress the story, which brings me nicely onto my next critique of the game. Child of Light seems to have gotten pretty lazy on the puzzle front as almost all of the puzzles you will encounter in the game will be almost identical to one another with only slight variations thrown in on each one to stop them all looking exactly the same. As such, all the puzzles play out in pretty much the same way, “shine your light on the symbol in the foreground to cast a shadow in the right place on the background to undo a lock then repeat 2 more times, and then walk through the now unlocked door to the next part of the story”. Thankfully though there are only 3 – 4 of these puzzles in the game and are hardly a strain to solve. That being said however, I do like the idea behind the puzzles and they make good use of Igniculus (more about him in a minute) who generates the light you use to solve them but as I’ve already said, I just wish it wasn’t such a copy and paste job – it would have been nice to see a bit more complexity to them as well.


            Moving onto the combat of Child of Light. The combat system is a new twist on the classic idea of turn based combat. Taking elements form turn-based, real-time and timeline combat systems, Ubisoft have added a few new idea’s to the RPG combat formula such as Auroras firefly companion ‘Igniculus’ who can be used to heal Aurora and her companions during combat as well giving you the ability to slow enemies; giving you the ability to strike first and knock said enemies backwards down the timeline, a handy little trick to have – especially in the boss battles of the game. That being said however, the combat system isn’t as fine-tuned as it should otherwise be. One instance of this would be the small fact that none of the enemies in the game have health bars which leaves you with no idea of what their health is and nothing but a change in animation when they are, “sort of close to death” to indicate that your attacks are doing anything to them at all. That being said though, the absence of a heath bars did make the boss fights feel much more intense for the simple reason of not knowing how much life they had left. With that said, if Ubisoft made a few tweaks here and there, such as a mechanic to dynamically change the enemy sprites over the course of the fight to show physical damage from your attacks, then we may have one of the best RPG combat systems to date.



As for the skill upgrades to aid you in combat, Child of Light’s skill system is a bit of a jumbled mess with a few spell upgrades strewn amongst a mash-up of generic stat upgrades. In all honesty this system strongly reminds me of the “Crystarium System” from Final Fantasy 13, where you get useful skills only after you’ve wasted a bunch of upgrade points on useless stats that should have been mixed in with the levelling system instead. As for how the skill system works, it works in the same fashion as many of its predecessors, you level up and you get a skill point which you can add a skill to your skill tree. That is if you go into combat at all as you can miss out every fight simply by flying over the enemies in your way or blinding them with Igniculus and just walking past, which inevitably means you have to find a nice balance between progressing to the levels final boss and grinding up levels so you actually stand a chance against said final boss.

As for the handling of your party members, thankfully you don’t have to level up each of them up individually as they all share XP from each of the fights you win. The game will also give each new member of your party a skill point boost which allocates 20 or so skill points to them automatically to help you get them into a useable state.



The crafting system, thankfully, isn’t as much of a mess as the skill system is in its execution but unlike the skill system it is inherently useless for the most part. The crafting system allows you to take gems called ‘oculi’ that you collect from the overworld which can then be equipped to each of your characters weapons, armour, and trinkets to give them additional stats boosts when in combat such as elemental damage (fire, water, earth, lighting or light) as well as elemental resistance and an additional stat depending on which oculi you attach to said characters trinket such as HP or MP.

All in all it’s a nice little system, though the interface seems to be in much need of refinement as the crafting screen doesn’t show each oculi’s description which tends to get a tad frustrating at times when you have no idea what you have just made until you go to equip said oculi to a character. In addition to this the oculi system, as I said before, is inherently useless for the most part, with the possible exception of boss fights, as no matter what elemental damage or resistance you put on your sword or armour, the games AI will counter your counter you with up to 2 random enemies each fight who are resistant to your elemental damage. Or in the case of the endgame boss, you will set up all your oculi to counter the last level boss and then the game will the drop you into the endgame boss fight without giving you any clear chance to set up your oculi for the final fight.

            As for the games difficulty, the whole game feels rather easy when left its default difficulty. The endgame boss suffers especially in this regard as she is just as easy to defeat as every other boss in the game which doesn’t just come across as disappointing but also rather cheap. As such I strongly recommend that you look at setting the game to the harder difficulty if you’re looking for any form of challenge from your experience. In addition, if you don’t want to take on the game alone, Ubisoft has you covered as Child of Light boasts a local only Co-Op system, where a second player takes control of Igniculus and aid you in battle. Also, mentioning Igniculus, the game supports both controller and keyboard & mouse and I have to say that, after playing with both, keyboard & mouse wins out easily as it allows a much more fluid use of Igniculus in and out of battle and so, as such, I strongly recommend that you buy this game on PC over console wherever possible. 



            And with that the time comes again for me to pass down my final verdict upon this game.

Child of Light is a charming little game that comes with a great art style and a beautiful soundtrack as well as one of the most fun combat systems that I have played in a while and clocking in at over 24 hours in playtime, without doing all the exploration and side quests, it can hardly be criticised of being short. However, the story, though ambitious, suffers from its Shakespearian style which leaves parts of the dialogue in a confusing mess at times and trivial in nature at others. The game is also too easy on the standard difficulty and the endgame boss is disappointedly easy which is, in my opinion, inherently cheap and more than a touch annoying.

            With that all said however, the game was indeed a lot of fun to play and, though many would disagree, I really did enjoy the story and writing style and it was nice to play an Ubisoft game for once that wrapped the story up neatly for a change rather that throwing in a cliff-hanger at the last moment. That said however, I can’t really say the game is particular grown up. Yes it’s dark at times but at the same time it is also light hatred and never malicious. As such I think this game would be perfect for kids to play and would be a great stepping stone to get into the whole area of classic RPG’s in general, but that’s just my stance on it.

And so, with that said. I hereby give Child of Light a solid…

6/10 – Good



And with that Ladies and Gentlemen. I am the Guardian and I thank you dearly for reading. Goodbye and be safe.