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  • 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.

Ever since the UbiArt Framework engine debuted with Rayman Origins, I've wanted to see it

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