Child of Light has excited me since its announcement not only because it’s developed by Ubisoft Motreal (Assassin’s Creed, Watch Dogs, Far Cry), but also because it’s a departure from the action-oriented gameplay that most AAA publishers deliver. Creative Director Patrick Plourde and writer Jeffrey Yohalem, with whom I spoke at this year’s PAX East, have spearheaded an artistically-inspired Japanese Role-Playing Game (JRPG) with Western elements, like platforming and item-crafting. For the most part, their JPRG rendition feels like a handcrafted, intimately-composed product that visually immerses its audience in an interactive storybook. The story sometimes comes across as fragmented from the gameplay, and customization depth feels limited, but overall, Child of Light offers a beautiful and well-composed adventure worthy of an entire playthrough.

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In this Child of Light review, we'll talk impressions, story, artistic presentation, and the unique utilization of poetry as a central game design element.

Child of Light is one of 2014’s most eye-catching role-playing games. Developed by Ubisoft Montreal—the same team behind Far Cry 3—it features a water color-inspired art style, provides its own take on turn-based combat, and takes advantage of the unique UbiArt engine – used most notably in Rayman Origins and Rayman Legends. Gamers are already quite curious as to what they will uncover in the game’s story, but I found at PAX East that it’s the story behind the story that’s just as compelling.

child-of-light-yohalemCenter: Jeffrey Yohalem, Lead Writer of Far Cry 3, AC: Brotherhood, and now Child of Light.

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