It’s not often I buy games on a whim without really knowing
anything about them, but then I saw a few images of a game called
Child of Light and snapped it up almost immediately. It’s a RPG
with turn-based combat mixed with platforming and light puzzle
elements.
So we have to start with how fantastic the game looks. It’s almost
like somebody was putting together concept art for the world and then
someone else said, ‘hey, why don’t we just use that?’ Visually,
Child of Light is beautiful. It’s like (and quite appropriately)
stepping into a children’s storybook. It’s colourful and bright,
but also very detailed, with a lot of small, charming touches
combined with a great deal of location and visual variety.
This also
extends to the game’s characters and enemies, all of whom look
great and are all wonderfully animated. The music is also very good,
moving from calm, gentle exploration pieces and ramping up during
combat segments. So it looks fantastic and it sounds very good too.
But what about the story?
Child of Light tells the story of Aurora, a young girl cast into the
world of Lemuria, on a quest to thwart an evil queen who has stolen
the Moon, Sun and Stars. Like the visuals, the story of Child of
Light is like something out of a storybook, told in the game by
characters who only speak in rhyme. It’s a charming story with
charming characters, all of whom get a chance to shine.
So how does it actually play? Well, you have the exploration element,
whereby you traverse the world at your leisure. This is a game that,
refreshingly and perhaps surprisingly, doesn’t lead you by the hand
but instead allows the player to explore as they see fit. And
exploration in CoL can be very rewarding as you discover hidden
chests, upgrades and optional bosses.
Engaging an enemy triggers a battle. If you engage the enemy from
behind you’ll get a free, first strike, so positioning in the world
is important, although it’s not exactly hard to get behind an enemy
thanks to Igniculus. He’s Aurora’s constant companion throughout
the game. You can use him to collect certain items and blind enemies
so you can get past them. He’s also used to help solve the simple
puzzles. In battle, you can use him to slow enemies on the action bar
or heal your characters.
The action bar determines when and who can attack, so slowing your
enemies actions and speeding up your own can be key. It (plus
Igniculus) adds an interesting real-time dynamic to the turn based
combat, keeping you on your toes and keeping track of who’s going
to make the next move. Because nearly all moves require casting time,
some longer than others. On top of this, casts can be interrupted,
knocking the character back down the action bar.
This makes the
combat far more tactical than you might expect from a game like this,
as you have to figure out the best timing to strike, defend, swap
characters, heal or use special abilities. If you don’t plan
accordingly, you’ll get wiped out surprisingly quickly. What’s
more, the game doesn’t treat you like an idiot, spelling out how to
beat certain enemies or bosses. It’s up to you to figure out their
weaknesses and the best pattern for attack.
So far, so good, right? But CoL unfortunately suffers from some of
the same issues I had with another RPG recently – The Stick of
Truth. Like that game, CoL limits you to only 2 characters per
battle. Okay, so you can can easily switch in and out characters
during battle, and this is certainly a strong part of the strategic
dynamic, but I really would have liked it if the game expanded on the
active party battle size as the game progressed. Enemy groups are
also always limited to 3.
Also like The Stick of Truth, CoL has all the components you’d
expect in an RPG battle system such as status effects, elemental
attacks, upgrades, potions, special abilities etc, but it never
really makes use of them to the extent that you might hope. With the
battle party and enemy sizes never changing, the non-boss battles
grow rather repetitive to fight through as you’ll quickly establish
an effective rotation. The game does allay this problem slightly by
frequently introducing new enemy types with different abilities and
weaknesses (something Stick didn’t do very well) but still, once
you work out the perfect counter rotation, it’s all rather easy. I
played it on the hardest setting, but I think I only died 3-4 times.
There’s no character customisation in the game in terms of gear,
but you can collect and craft Oculi upgrades for different bonus
effects. Given that it’s more of a budget title (11.99 on release),
I can’t be too fussy about this, and I don’t really think
different armour/weapon items would have quite fitted the game’s
aesthetic anyway.
The Oculi system isn’t just a tacked on thing though, as the gems
are almost essential against certain enemies and you’ll find
yourself swapping them out on a regular basis. Especially for bosses,
which is where the game really shines in terms of its battle system.
All of the bosses are great fun, not just to look at but to fight,
requiring some creative tactics and clever strategy, swapping out
characters turn by turn and rotating your attacks to limit the enemy
as much as possible.
Overall, Child of Light is a great little game. Whilst I’d have
liked the game to evolve its battle system as it progressed, I can’t
be too hard on it for that, because the system, as it is, has far
more depth and tactical nuance than you’d expect. (I just prefer it
when games give me something new to adapt to as I progress, and this
is something neither CoL or TSOT really offered). I beat it in about
15 hours on the Hard difficulty, but it’s definitely a title I’ll
play again, and it even comes with a New Game Plus mode.
And with a fantastic art style, fluid animations, a charming story,
characters and world, plus a fine soundtrack, Child of Light was a
very pleasant surprise. It doesn’t treat you like a moron or hold
your hand with quest markers and big arrows telling you exactly where
to go. It rewards exploration and experimentation. It’s a joy to
look at and fun to play, uncomplicated, simple on the surface but
with real depth beneath. Certainly worth checking out.
8/10