Child of Light puts us in the shoes of Aurora, a young girl who is transported to Lemuria, a world that should snatch the sun, moon and stars from the hands of the evil Dark Queen. At first your only goal is to return to this world and save its dying father, a duke of Austria, and face the Queen to save Lemuria.
Lemuria is an unreal, rugged, vast and full of divine world. Sanctuaries, enchanted forests, stone villages and cliffs with waterfalls and mysterious caves serve land for the little feet of Aurora, with the ability of moving quite fluently and also vertically flush with winds between intricate scenarios. The touch of the 16 bits style of the game remains visible in the early dialogues, fights and exploration levels through the treasure chests and corners. We will have to go back and collect everything, but overall this is a linear arrangement.
Aurora fight the creatures of the shadows to shine the light in each gap between lagoon and trees. The Hero’s Journey recurrent fighting for the good and the persistence of its immense world and attacked. Minions another world with many physical characteristics that will attack and defend their cause in various ways. The redhead will not be alone, beside her, Ignículus a flash with life as a firefly, will face hordes of beasts and demons that seek the destruction of Lemuria and its vibrancy. This body serves to provide all system clashes, serving as a pointer to distract target and allowing Aurora fluently launch their devastating spells to hunt from a baby until fearsome bosses mythological animals by size and features that raise the difficulty of game to a significant level and that will delight hardcore role shifts.
Certainly the combat Child of Light is one of the best and most innovative gameplay aspects. With a bar at the bottom center of the screen, the player must follow the score of his characters to the final stretch of action right here and choose the commands that will shoot to cancel attacks by rivals, or cause altered states reset your progress in bar. The strategy is to know how it affects each attack our allies or command the advance of the enemy icons on the action bar in compensation to the damage or conditions that cause such selectable. Ignículos, meanwhile, can be handled by a second player to another command or directly in a singleplayer game with the right stick. Stun, distract and amplify some attacks, it is important to give flying around enemy beasts.
Really interesting battle system is generated and nothing static despite only leave us thinking the next move while the icon of the two selected members of our group for each time zone proceeds to action. Other fighters as an archer mouse or a buffoon with healing skills to join their struggle for Aurora and Lemuria brings just the variety of combative situations that might prompt a gamer title today. It is important to choose who to get in every deed. It is true, too, that some battles are not as inspired and end up abusing and placement of these creatures, get saturated with settled or are not that funny face provision. This happens in very few but the sensation is used to fight again and again with similar enemies levear-very retro, is clear-Child of Light.
There is much more. The appeal to the classic RPG side is updated to Child of Light and is updated with certain provisions of the times. For example, the system of progression and learning new fighting skills to the mysterious protagonist is a diagram of interconnected squares in the vein of the greats. Or the environment puzzles scattered throughout the areas we visit have some pretty advanced solutions and to make clear that today already worked many formats of scenic puzzles and not any riddle serves as the player already knows the nature and resolutions of these traps. Same for items and powerups, numerous and each with their particular preferred uses.
The skill trees are independent and experience points are not only shared between the combatants. This creates a parallel progression and where we can bring all the heroes to a preference or diversify their attitudes to have all areas covered and possible weaknesses. It is key to this system Oculis and creation of minerals to enhance attributes of our characters temporarily as increases Health Points and Magic Points, Power Ignículus to interact across the stage and get to innaccesibles points or facilitate fights, etc.. Certain puzzles or gates may not be crossed without the characters tuned. Normally these forks are optional and not too frequent. Back to back is possible and desirable, but not essential to know the end of the story.
were talking at the beginning of Studio Ghibli, Yoshikata Amano or a painterly style reminiscent of another era and most fantastic asset that was experienced in the field of video game graphics. The Framework UbiArt again bring out their best palette and computer tricks to allow artists to transfer their sketches to the screen without the slightest. Ie, Child of Light, as the last Rayman with this engine-seems to be completely hand drawn with exquisite stroke and interactions of colors, textures, various levels or simply formidable animations. From the best we’ve seen in 2D designs in recent years. Since then, Patrik Plourde and his people have been diligent in every drawing beautiful pictures and generate bucolic sites hosting the steps of Aurora and other actors in search of light.
The magic happens when this canvas to 1080p (resolution on PC, PS4 and One) and 60 frames per second on all versions of dynamic lights and natural way, is full of details and elements that interact, move their animals and quirky characters with such ease and gives us wonderful views of the fund in each of the levels. Dialogues full-rhymed and small Castilian-end visual tricks to spice outstanding visual appearance. Child of Light is a masterful sensory experience that supports an audio section with little to cross. To accompany such artistic brilliance and precious UbiArt use, nothing like a musical score equally sensitive to the images it accompanies.
Work of young Canadian artist Coeur de Pirate nickname denoting successful and freedom that the study has been granted to the pianist when composing, game soundtrack is a unique collaboration between the studio and nothing less the legendary Cirque du Soleil. Using the Bratislava Symphony, Child of Light can be considered a work full of musical intimacy, building most themes based bowed string instruments like cellos and violins, piano also overlooking the fabulous body in the main theme, reminiscent of works by composers such as Javier Navarrete-the sadness of his Pan’s Labyrinth or Byzantium for example-or Alexandre Desplat. It is true that we have explored parts of background when sounding the usual sound effects / industry to achieve that sense of quiet court, but also beautiful excerpts that seem taken from a music box. In battles also has a strong point, it is when the set explodes and goes up considerably with the use of dramatic choruses sometimes supported by the force that provides analog orchestra background. You can say it’s one of the best BSOs we have heard so far this year and also a pleasure to listen to outside the game.