I actually have some really complicated opinions about this one. cw/ Sexual abuse, physical abuse
First off, Ubisoft is an awful company never forget that
https://www.bloomberg.com/news/articles/2020-07-21/ubisoft-sexual-misconduct-scandal-harassment-sexism-and-abuse
https://www.youtube.com/watch?v=BRhYT5Lgp98
Regarding the game, this is a difficult one. The presentation is fantastic. The music, by Coure de Pirate is really really great and adds to the atmosphere, and its the atmosphere that's really the star of the show. The game is obviously mimicking a fairytale, both aesthetically and thematically. In this regard the game succeeds exceptionally. The combination of the aforementioned music, the hand-drawn art-style, and the idiosyncratic way the characters always clumsily rhyme their sentences. This is all great, and the best part of the game, the story is secondary to this feeling or experience you have while playing the game. This is to say nothing of the unique and interesting world and characters. I actually played the game over a year ago now, so it's not all as clear as it was, but i can remember the main cast of characters vividly. The fantasy world that they inhabit is great too, with really interesting and unique elements like Magna and the Bolmus Populi who travel on his back. The visuals in said world are obviously gorgeous too. As for the story, it is about a young girl who's mother has died going into this fantasy land where she has to save it from her evil stepmother, yeah it's like a fairytale. There are also a bunch of other cool smaller stories from the individual characters which are usually quite fun. I noticed a lot of them surround conflict resolution but I'm not entirely sure of what to make of that so I'll just point out the observation. As for the main story, it is essentially an allegory for dealing with the loss of a parent in ones formative years and how accepting the loss is the only way to grow up and move on (Aurora, our main character literally grows up). The decaying fantasy world is presumably allegorical for the loss. There's probably more stuff I missed but it isn't very subtle or deep and that's absolutely fine. It's a game that throws you in a world that is colourful and interesting and gives you a bunch of great characters to go through that world with, all in service of creating this dream like fairytale. This game is about the experience. I haven't even talked about the 'game' part of this yet, which is also great. It's an interesting riff on the turn based rpg that has some complex stuff in it. Anyway this has gone on for too long and no one will ever read it but it's here anyway.
First off, Ubisoft is an awful company never forget that
https://www.bloomberg.com/news/articles/2020-07-21/ubisoft-sexual-misconduct-scandal-harassment-sexism-and-abuse
https://www.youtube.com/watch?v=BRhYT5Lgp98
Regarding the game, this is a difficult one. The presentation is fantastic. The music, by Coure de Pirate is really really great and adds to the atmosphere, and its the atmosphere that's really the star of the show. The game is obviously mimicking a fairytale, both aesthetically and thematically. In this regard the game succeeds exceptionally. The combination of the aforementioned music, the hand-drawn art-style, and the idiosyncratic way the characters always clumsily rhyme their sentences. This is all great, and the best part of the game, the story is secondary to this feeling or experience you have while playing the game. This is to say nothing of the unique and interesting world and characters. I actually played the game over a year ago now, so it's not all as clear as it was, but i can remember the main cast of characters vividly. The fantasy world that they inhabit is great too, with really interesting and unique elements like Magna and the Bolmus Populi who travel on his back. The visuals in said world are obviously gorgeous too. As for the story, it is about a young girl who's mother has died going into this fantasy land where she has to save it from her evil stepmother, yeah it's like a fairytale. There are also a bunch of other cool smaller stories from the individual characters which are usually quite fun. I noticed a lot of them surround conflict resolution but I'm not entirely sure of what to make of that so I'll just point out the observation. As for the main story, it is essentially an allegory for dealing with the loss of a parent in ones formative years and how accepting the loss is the only way to grow up and move on (Aurora, our main character literally grows up). The decaying fantasy world is presumably allegorical for the loss. There's probably more stuff I missed but it isn't very subtle or deep and that's absolutely fine. It's a game that throws you in a world that is colourful and interesting and gives you a bunch of great characters to go through that world with, all in service of creating this dream like fairytale. This game is about the experience. I haven't even talked about the 'game' part of this yet, which is also great. It's an interesting riff on the turn based rpg that has some complex stuff in it. Anyway this has gone on for too long and no one will ever read it but it's here anyway.
A beautiful RPG with a sidescrolling perspective, Child of Light's a fun game with a pretty interesting priority-oriented battle system. Here, each move you make will place you in a "queue" of sorts that determines when you get to attack next (so, for example, choosing a strong attack means your next turn will take more time than choosing a weak attack). Alongside regular attacks, there's also a variety of abilities and spells that can alter this "queue", giving the system a strategic aspect. Recommended.
Such a beautiful game that I fear will be mostly forgotten in time, but deserves so much more. The combat system in Child of Light is honestly one of my favorite turn-based systems I've ever played. It's vaguely reminiscent of the ATP system of Final Fantasy games up to IX, with a unique twist that requires lots of resource management at the same time. The spells and animations are all great and each party member is unique and useful in their own way. The art style pretty much speaks for itself, it is beautiful and follows a consistent theme both aesthetically and narratively throughout that truly makes it stand out. The UbiArt engine is painfully under-utilized, mostly because Ubisoft just sucks. Rarely do we get brand new IPs that try to evolve any form of traditional RPG, turn-based combat, and Child of Light does just that quite successfully. I really wish more games like this were being made with a decent budget, but as it is for now, Child of Light is a true shining gem.
Clever writing, amazing characters, beautiful music and setup. A classic fairy-tale in rhymes and gorgeous traditional art inspired to create a storybook that moves and brings you along to experience the world around you.
The combat may not look the best at first, but it's incredibly addicting once you get used to the button prompts.
A short game in about 10-20 hours if you take your time with it. Well worth the time you invest, especially if you adore traditional art.
The combat may not look the best at first, but it's incredibly addicting once you get used to the button prompts.
A short game in about 10-20 hours if you take your time with it. Well worth the time you invest, especially if you adore traditional art.
There's probably a decent game in here, but it didn't click with me. The visuals are pretty, but Vita performance isn't good enough to keep up with them. The writing is unique but stops just short of charming me. There's also something creative going on with the combat, but it still seems a bit too simple to be tactically engaging.
Im sad because i wanted to like this game, but the combat system just sucks. Whats the point to make every fight unfair, because the enemies always have access to passive skills, buffs and debuffs, that we can never use?
Iam afraid the developers did not understood what makes a good turn based, and i ended up just abandoning it.
The plot is actually pretty nice tho.
Iam afraid the developers did not understood what makes a good turn based, and i ended up just abandoning it.
The plot is actually pretty nice tho.
The characters have zero relatability because they mostly talk in rhyme. To add to that there's one character with a running gag in that she messes up obvious rhymes, but as a result she technically rhymes better and more consistently than the other characters, because otherwise the gag wouldn't work.
There's actually a rhyme for non interactive doors.
"It's locked."
"I'm not shocked."
But that's like the game joking about how it objectively sucks.
In battles you have to keep remembering to move the thing around to collect health orbs, so playing the game ends up feeling incredibly maidworky. Enemy encounters are generally repetitive and sleep inducing overall. I eventually grew tired of it.
I played this on both Vita and Wii U, and quit both times. It's just a bad, bad game. Also, the girl's head looks like a dude's. Just saying.
Battle theme is epic though, I'll give it that. Actually, it's one of best RPG battle themes I've ever heard. Wat up wit dat.
There's actually a rhyme for non interactive doors.
"It's locked."
"I'm not shocked."
But that's like the game joking about how it objectively sucks.
In battles you have to keep remembering to move the thing around to collect health orbs, so playing the game ends up feeling incredibly maidworky. Enemy encounters are generally repetitive and sleep inducing overall. I eventually grew tired of it.
I played this on both Vita and Wii U, and quit both times. It's just a bad, bad game. Also, the girl's head looks like a dude's. Just saying.
Battle theme is epic though, I'll give it that. Actually, it's one of best RPG battle themes I've ever heard. Wat up wit dat.
As others have mentioned, the rhyming conceit is profoundly annoying. Just really a huge mistake. But other than that it's a nearly perfect game. The art and music are phenomenal. The gameplay is engaging with elements of exploration, crafting, leveling up, and a surprisingly engaging combat system. The story is a bit simple, but it fits with the fairy tale motif and focuses on character growth (maturity, accepting responsibility, etc.). I also love the world-building. For example, there is a race of capitalist mice who live on a walking stone giant. I wish there were more games like this.
Ein interessanter Einblick, wie ein Spiel von kleinerem Umfang aussieht, wenn es von einem großen Entwickler stammt. Ich würde mich freuen mehr von der Sorte zu sehen, allerdings haben solche Entwickler heutzutage keine Interesse daran. Das Spiel sieht sehr schön aus und die Musik auch sehr gut. Ich finde auch die Dialoge in Gedichtformat sehr charmant.
Die Handlung ist jetzt nicht allzu besonders, aber ausreichend.
Das Kampfsystem ist ganz interessant und das Wechseln der Kämpfer im Kampf bietet viele Möglichkeiten. Da man am Ende recht viele Begleiter hat hätte ich es begrüßt, wenn man ab einen gewissen Punkt mit drei Kämpfern spielt. Manche Angriffe und Gegner sind einem Element zugewiesen, generell ist dieser Aspekt ziemlich ungenutzt. Das Ausrüstungssystem ist ganz nett, hat allerdings nicht viel Tiefe.
Insgesamt ein recht schönes Spiel.
Die Handlung ist jetzt nicht allzu besonders, aber ausreichend.
Das Kampfsystem ist ganz interessant und das Wechseln der Kämpfer im Kampf bietet viele Möglichkeiten. Da man am Ende recht viele Begleiter hat hätte ich es begrüßt, wenn man ab einen gewissen Punkt mit drei Kämpfern spielt. Manche Angriffe und Gegner sind einem Element zugewiesen, generell ist dieser Aspekt ziemlich ungenutzt. Das Ausrüstungssystem ist ganz nett, hat allerdings nicht viel Tiefe.
Insgesamt ein recht schönes Spiel.