Yesterday, I purchased Child of Light.
Right away, the story sucked me in. Told in rhyme, the game begins like a children’s bedtime tale, something I’m very fond of these days. However, the playful rhyme soon ends in the death of the game’s heroine, Aurora, who wakes up somewhere else. Riveted, I played on. Where is Aurora now? What happened to her father? I gamed onward...
From the few seconds of trailer I watched, I got the feeling that Child of Light was a platformer (for those of you not in the know, Super Mario Bros. is a platformer). I could run and jump, and push and pull objects. After a while, I met the little firefly, Igniculus, who I could control and fly around the screen. I enjoyed the exploration, but I knew this couldn’t be the whole game. There had to be more.
After reaching the forest and claiming the sword found there, I was attacked by a creature. I was shocked. No, not by the attack, but by what happened next. The platform screen shifted and an RPG-style battle screen took its place. Aurora, armed with her newfound sword, took to battle against a monster of the dark.
Child of Light is not your run-of-the-mill role-playing game. Battles make use of an active time bar with an emphasis on timing. The bar itself stays stagnant, while characters and enemies move along the bar, giving a unique take on a classic system. As enemies approach the end of the bar, Aurora can time her attacks and interrupt an enemy attack. Enemies can do the same right back to you if you’re not careful.
Outside of battle, Aurora can collect treasures, allocate skill points, craft items called Occuli, and most importantly, explore her beautiful and eerie surroundings. So far, Child of Light is promising unique gameplay in a unique world told through the words of a nursery rhyme. I can’t wait to see where it leads me.