<p>When someone mentions the JRPG genre&comma; there is a certain image which is conjured&period;  An image of spiky-haired heroes&comma; anime-quality voice-overs&comma; 40&plus; hour playthroughs&comma; complex inventory screens&comma; and large worlds where you can spend hours leveling up before taking on the next dungeon&period;  It is odd to use the term JRPG to describe Ubisoft’s latest release&comma; Child of Light&comma; because the game ignores so much of what fuels the genre&period;  The game boasts multiple worlds&comma; side quests&comma; a party of companions&comma; and turn-based combat&comma; staples of what one would expect from a game of this kind&comma; but the compact package it is delivered in works both for and against the game&period;  There are many things I enjoy about Child of Light&comma; Creative Director Patrick Plourde and Writer Jeffrey Yohalem &&num;8211&semi; the team behind Ubisoft’s 2012 hit&comma; Far Cry 3 &&num;8211&semi; have created a wonderful world and a memorable story which carries more substance than many of it’s 40&plus; hour brethren&comma; but even with comparably short playtime&comma; Child of Light’s mechanics get a bit stale&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Written in verse&comma; Child of Light tells the story of Aurora&comma; a little girl who dies and passes into the world of Lumeria&period;  After meeting a glowing ball of light she refers to as a firefly&comma; named Igniculus&comma; Aurora goes on adventure to return home&comma; hoping to save Lemuria from Umbra&comma; the evil Queen of the Night&period;  While trying to get home and battle the evil Queen&comma; Aurora comes across a series of companions who join her party and aid her in battle&period;  Having an entire game written as an epic poem yields mixed results&period;  The danger of writing in a such a style is the content can sometimes feel forced&period;  Yohalem nimbly avoids this pitfall and there are plenty of moments where the writing is organically creative&period;  For instance&comma; one character who never ends her lines in a rhyme is constantly corrected by everyone&comma; altering her final words to keep poem afloat&period;  These touches are nice&comma; but meter of the poem feels off-kilter at times&period;  While Yohalem definitely proves his skill with words&comma; it is hard to hear the rhythm of the poem&comma; a problem exacerbated by the lack of voice acting&period;<&sol;p>&NewLine;<p>Regardless of the writing style&comma; Child of Light’s story is thoroughly enjoyable&period;  Watching Aurora’s journey&comma; both internal and external&comma; is a treat&period;  Aurora is a strong&comma; young girl&comma; filled with determination and blinded by her ambitions&period;  The story has a couple nice twists and turns with an ending which took me by surprise while still leaving me fulfilled&period;  Child of Light’s biggest problem is&comma; while its length is appropriate for the story being told&comma; it has too many characters for its own good&period;  With a campaign 10-12 hours long&comma; the game has 8 characters who are enlisted into your service&comma; giving little time for the game to explore these character individually&period;  In the end&comma; while these characters each fulfill a personal goal&comma; they don’t grow in any noticeable way&period;<&sol;p>&NewLine;<p>In between battling evils&comma; Child of Light uses a overworld screen which looks like it would be at home in a puzzle-platforming game&period;  Early in the game you get the ability to fly&comma; so the platformer part is short lived&comma; but the game creatively comes up with little sections to test your flying skills&period;  At one point a boss traps you in a room with poisonous gas and you must search for the way out through a series of doors and levers while the gas slowly ate away at your life&period;  Another section impeds your progress with a hard wind&comma; blowing you backwards and forcing you to navigate your way through a winding cave&comma; hiding from the winds so you won’t be blown back to the start of the section&period;  None of this is very challenging&comma; which is unfortunate&comma; because while the concept is fun it only feels half-baked&period;  There’s legitimate meat to union of platformer and JRPG&comma; but Ubisoft Montreal shies away from the idea&period;  Leaving it as more a quirk to the gameplay&comma; rather than an explored concept&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Flying around these overworlds is still fun&period;  There are dozens of chests to open and secrets to find&period;  Each section of the world has its own town or temple to add to its flavor&period;  Also while in the overworld&comma; you can use Igniculus to collect little orbs&comma; filling up his light meter&period;  Collecting these orbs in the right order gives you the ability to regain some health or magic points lost in the previous battle&period;  While you don’t regen health or magic automatically after battles &&num;8211&semi; unless you level up &&num;8211&semi; this provides a nice way to recharge your batteries before heading into the next fight&period;  You can also use Igniculus to stun enemies with his light&comma; allowing you get behind them for a surprise attack&period;<&sol;p>&NewLine;<p>Once you actually jump into combat Child of Light feels most like a JRPG&period;  Two of your party battle up to three enemies in turn based combat&period;  A meter at the bottom of the screen shows the order of attack&comma; which is different based upon the speed of each combatant&period;  This order of attack can be manipulated with abilities&comma; speeding up a friend or slowing down a foe&period;  Other standard JRPG tropes apply to combat&comma; weapons can be powered with elements which are effective against certain enemies&period;  For instance&comma; a sword with a fire upgrade is good to use against an earth enemy&period;  While the combat feels the traditional&comma; it also feels the most boring&period;  Child of Light doesn’t offer any challenge and while the combat is interesting at first&comma; it never varies and becomes stale&period;  By the end of the game you learn all the weaknesses and are simply cycling in the correct characters to exploit them&period;<&sol;p>&NewLine;<p>The narrative package of Child of Light is considerably strong&period;  The art style is interesting and gorgeous&comma; varying from location to location in order to keep you visually engaged&period; The world is well-crafted&comma; the limited playtime prevents investment in Lemuria but the locales are never dull&period;  Child of Light doesn’t have the time to explore its characters or its world thoroughly&comma; but it tells a nice story of young girl coming-of-age&period;  When the game differs from the well-worn path of the JRPG&comma; it is at its best&period;  The poetic dialogue&comma; the simple story&comma; the way you traverse the overworld&comma; it all feels unique to a genre which is known for being set in its ways&period;  While the combat itself is initially interesting&comma; it fails to deviate in any way to keep it fun and entertaining&period;  Child of Light is a JRPG for those who have grown tired of the mammoth worlds&comma; stock characters&comma; and intimidating commitments normally associated with these kinds of games&period;  The game shakes off a lot of tropes&comma; unfortunately it can’t shake them all off&period;<&sol;p>&NewLine;&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;1790273016 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;1790273016" data-essb-postid&equals;"57218" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;57218&sol;child-of-light-review&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;57218&sol;child-of-light-review&sol;" data-essb-instance&equals;"1790273016"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F57218&percnt;2Fchild-of-light-review&percnt;2F&t&equals;Child&plus;of&plus;Light&plus;Review" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F57218&percnt;2Fchild-of-light-review&percnt;2F&t&equals;Child&plus;of&plus;Light&plus;Review&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;1790273016&&num;39&semi;&rpar;&semi; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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