Ever since the UbiArt Framework engine debuted with Rayman Origins, I've wanted to see it
used for more games.
That game, and its sequel, was simply gorgeous, and I was curious to how well the engine would
work with different styles.
With the release of Child of Light, I finally have my answer and the results are incredible.
But even though the game looks great, how well does it play?
After all, it's rare that western game studios create a Japanese-styled RPG.
The story focuses on a young girl named Aurora who one day finds herself in a wondrous land
called Lemuria.
She soon learns that the sun, the moon, and the stars have been stolen away by a Dark
Queen.
Recovering them is the only way back home so she sets out with a magical firefly named
Igniculus to save this new world.
Despite its simple premise, the plot is quite good.
The characters are memorable and the stakes do become high at points.
But overall, the game maintains a sense of whimsy and enchantment right down to the constant
rhyming amongst all the characters.
This same sense of enchantment comes across in the gameplay as well.
Like Rayman, Child of Light is completely 2D and while this could have limited how much
exploration was possible, it doesn't thanks to Aurora's fairy wings.
Not long into the game, she gains these wings and the ability to fly.
They truly open the world up and encouraged me to explore every nook and cranny, especially
since item boxes and permanent stat boosts are placed all over.
Getting around isn't always easy however.
Strong gusts of wind, flowing water, and spiked walls all get in the way, which gives exploration
a puzzle-like quality.
Igniculus is just as useful.
While normally he follows Aurora around, at any time he can be controlled with the right
analog stick or the Game Pad if you're playing on a Wii U. He can collect items from far
away, open special chests, or even collect wishes that refill his light energy.
Turning on his light can stun enemies and solve puzzles, but it's most important during
battle.
However, it should be noted that a second player can take control of Igniculus at any
time to help.
And they're most helpful during battles.
Fights use an active time battle system similar to Final Fantasy, but it's marked by a bar
at the bottom of the screen.
Every character appears on the bar and when they reach the Cast line, they can choose
an action.
Depending on the action, it will either be a short wait or a much longer one to reach
the end of the Cast section.
Once it does, the action will be performed.
However, if that character is attacked while casting, the move will be interrupted sending
them back down the bar.
It's here that a lot of strategy takes place as I found myself figuring out who to attack
and when in order to best maximize my moves.
Igniculus adds another layer of strategy since shining his light on an enemy will slow their
progress along the bar.
This allowed me to manipulate how far along they were and keep enemies on a near endless
loop of getting interrupted until they were defeated.
While the selection of characters does become quite large, only two of them can be in battle
at one time.
Knowing each one's strengths and when to use them against certain enemies became paramount,
especially when it came to stat bonuses.
Leveling up increases stats like usual, but there's also a tech tree for each character
that can further buff their abilities.
Along the way, they can also obtain new actions or power up their existing ones.
There are three branches for each tech tree allowing for some limited personalization.
And finally, jewels can be collected and assigned to different equipment slots for various power-ups.
Although the basic ones are naturally simple, they can be crafted together to create stronger
jewels with even better bonuses.
Overall, the battle system is quite good, but I found myself falling into a repetitive
rhythm.
I'd recognize the enemy; bring out the best character to deal with it, and use Igniculus
to control its speed.
It would get tricky at times, but I never felt like I had to change up my strategies
to deal with them.
This became the most obvious during boss battles.
While some would try to throw curves at me when I interrupted their casting, I was almost
always able to lock them in a loop of constant interruptions.
It felt good to be so powerful but dull because nothing really challenged these strategies
I created.
And while at first getting new abilities was rewarding, eventually all I was doing was
powering them up.
The most rewarding element for me was always the crafting and managing which jewels would
work best with which character.
The gameplay just became repetitious for me.
The same could not be said for the presentation though.
The design of Lemuria is breathtaking in how it portrays moving storybook art.
There isn't a single area of the game that isn't memorable.
The music, likewise, is just as captivating.
It can be a little haunting at times, but it always gives a sense that this is a magical
world.
Even during the battle theme, the music pumps you up while still fitting the theme of Lemuria.
Child of Light is a beautiful game with excellent level design.
The story is entertaining and held my interest throughout its twelve to fifteen hour runtime.
It's the gameplay that didn't keep my interest.
There are a lot of good ideas in there, and it certainly provides its own twist to active
time battles.
However, a lack of variation eventually softened my enjoyment.
Overall, I like Child of Light and encourage anyone interested in its unique style to try
it out for themselves.
Thanks for watching and be sure to stay tuned to GameXplain for more on all things gaming.