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Child of Light


TheFlyingGerbil
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"The Black Queen has stolen the Sun, the Moon and the Stars. You play as Aurora, a young princess with a pure heart whose soul is brought to the kingdom of Lemuria. Embark on a quest to recapture the three sources of light, defeat the Black Queen and restore the kingdom of Lemuria."

 

http://childoflight-game.com/

 

It's a platforming adventure RPG with turn based combat and as you can see looks rather gorgeous. I think you can tell it's made with the same engine as Rayman, but looks different enough stylistically and gameplay-wise. Certainly I will be interested in this game as it moves along and I have to say, any game I see from ubisoft at the moment I'm likely to give the benefit of the doubt to. They seem to be on a roll at the moment.

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  • 4 months later...

I completely missed the $15 price.  I knew it wasn't going to be a full-sized title, but was expecting something more in the $30-40 range.

 

*Edit* - @Jack:  It's not a platformer...

Edited by TheMightyEthan
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I know this is a Ubisoft game, but this is the kind of thing I hope will one day be the norm when it comes to indie titles. This kind of quality I want. Get rid of the pixel bullshit, don't make your 2D games look like flash games, and make the gameplay deep, not gimmicky. A gimmick doesnt make a game deep.

Nothing this game does feels like they tried too hard to separate itself from everything else, its just naturally that way. You can see where the influences come from, but the game still does its own thing. The firefly aspect of it really changes up the regular jrpg battles and the platforming just feels good, it controls fantastically.

I think a lot of indie developers set out to make games like the ones they love and then try to add something to deliberately not be labeled as copycats. But I think games tend to be great when developers don't think of stuff like that, instead they just mix everything they love in games into theirs and becomes organic.

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Any indie game with an actual artist should be able to handle this kind of thing easily.  I mean, they're already making sprite-based games, and the only real issue limiting sprite detail is how much memory the system has available for them.  If you've got a real artist on the team there's no reason they couldn't just use their high-res drawings as the sprites.  Getting really high-quality animations would be the only area that they'd be likely to be limited in that respect.

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Ubisoft really should license their UbiArt framework. Would be a waste to keep it in-house.

 

@Ethan: That really depends on the amount of time and money they have available. Increasing the amount of detail that significantly isn't trivial, especially when taking into account all aspects of the game (animations, backgrounds, etc..).

Edited by FLD
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You're right, detail of the drawings isn't what I meant, I meant resolution of the sprites.  A hand-drawn sprite can have very little detail but still look nice at high resolution.

Do you have an example of what you mean? When you say really high quality sprite, I'm thinking more of something along the lines of Arc System Works' games.

 

lZP8hgQ.gif

 

Maybe not the best example but still quite a bit more detailed and high resolution than the average sprite-based game. Probably out of reach for the most indie studios, I think. For indies, when I say good pixel art I'm thinking of something a bit more like this

 

 

 

Not as detailed but it has a decent visual style, the animations are fluid and smooth and it looks good enough for what it is.

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