Montreal, a great
European-inspired metropolis, thoroughly awed my teenage self on a visit during
2007. Recently, I had the opportunity to indulge my connection to the city. On
Juneteenth (June 19) this year, I finished the 2014 game Child of Light,
which was developed by Ubisoft’s Montreal branch. Typically, finishing a game
is in the evening…but for some reason I felt the rare itch at 7 am to finish the
game. There was no choice but to write about it at more length. Herein I talk
about the incredibly charming Child of Light.
In this game, the backgrounds are littered with lovely landscapes with
screenshots towards the end. Places of darkness, and places of light. Symbols
of sun and moon appear often throughout the game. Within this neatly crafted
world is a simple though heart-piercing narrative. The lively child Aurora
falls ill from poison and grows cold to the touch. On the verge of death, she is
whisked away to the mystical forest-strewn land of Lemuria, clad with magic. Upon
first encounter, Igniculus – the firefly who provides light symbolically and
literally to our heroine Aurora – mistakes her tears for dew that creates moss.
(As an Oregonian, I really do feel this comparison.) Truly an adorable
misunderstanding for a non-human being. Ultimately, this narrative follows the
earnest trajectory of the Child of Light driving out the shadows and despair
from Lemuria. Though simple, this story perfectly matches the wholesome nature of the
land of Lemuria.
Instead of a traditional composer, Canadian indie pop singer Coeur de Pirate helms
the music. Though without her vocals, the vibes are different – but there’s a
melodic lyricism to the instrumentals retained. Urgent, sweeping strings
powerfully orchestrated and cleanly recorded. Even within the orchestrated realm,
there is a beautiful intensity in pieces like “Metal Gleamed in the Twilight” (https://www.youtube.com/watch?v=olZMC6SKESo).
Truly every note in this soundtrack hits and that’s a great feeling. In
closing, Coeur de Pirate composes and performs the stirring credits theme, which
beautifully complements the game’s whimsical feel.
Certainly, Child of Light is a peculiar game as an RPG that is around 15 hrs long on average. Though the game mixes platforming and RPG elements, there is never a sense of gameplay feeling shallow. At the same time, not a maddeningly complex game. An hour of your time can feel very rewarding – especially as you are likely to hit a reward or a checkpoint or boss.
There
are many minor modifications to make in this game. You have several partners to
choose from and can decide how to proceed. My favorite is probably Oengus, the
mighty behemoth of a warrior seeking to be accepted back into this tribe; both
a powerful warrior, and someone with a heart of gold who saves Aurora from
imprisonment. A minor critique is that some of these partners feel forgotten,
but that still creates a sense of replayability.
There are elemental forces – namely electricity, water, fire, and dark – that
are beneficial against certain enemies. You can also craft certain gems that
have elemental or other effects. Ruby, sapphire, emerald (my birth stone), onyx
and even tourmaline. From these options, I can only imagine that a future
playthrough may look quite different. One
odd glitch appeared: the Exit Game option refused to appear on my first play
session, forcing me to close the game using a command outside the game.
Fortunately, this never reappeared. Altogether, a very engaging game that would
likely do well with a sequel to tighten the core mechanics.
As an afterthought, I thought about the international nature of games. Ubisoft
is (in)famous for extremely long credits that thank people from every Ubisoft
studio. In a way, this feels like a great nod to the international community of
game creators. Headquartered in Montpellier, France but also with another branch
in France alone (in Montreuil, which is an offshoot of Paris).
By
contrast, Child of Light boasts a relatively small development team. The
team is still more than happy to credit a variety of characters including two
people named Guillame, the QC testers in the Indian city of Pune, and even
Ubisoft Bucharest (the second largest branch). Apparently, according to a
friend, text localization aimed for rhyming in every language as possible. This
was certainly true in English (the version I played), but just imagine what the
French and Japanese versions must feel like.
To close off, here are some striking screenshots from the game: