Child of Light is a twist on a very classic method of storytelling: the fairytale. With a storyline that seems familiar, and yet different enough to stay engaged, the narrative arc of this game is one that is as broad-sweeping as the tales from our childhood. This is a coming of age story, where our protagonist Aurora learns her life lessons through an epic journey. At first, she strives to go home to the familiar and safe. As the story progresses, she makes hard decisions and grows, mentally and physically. Aurora has her trials and finds friends in he most unlikely of places.
Child of Light is a game for one or two players. Player one takes on the role of Aurora, the princess far flung from her family and home. If there is a second player, they take on the role of Igniculus, a spirit of light (‘firefly’). This co-op mechanic allows one player to control the heroine, and the other to shine the way and help get to places that the heroine cannot travel alone. Without the second player, a singular player must control both Aurora and Igniculus.
Ubisoft Montreal developed this piece, and it was published by Ubisoft. Released in early 2014 , Child of Light can be played on Windows, PS3, PS4, PS Vita, Wii U, Xbox 360, and Xbox One.
Continue reading “Once Upon a Time: Child of Light”
So, I’m sure you all remember this really pretentious post I made awhile back called ‘The Cardinal Sins of Game Development’ in which I blasted a whole bunch of design decisions that I cannot forgive in a modern game. And I’m sure a whole bunch of you thought “Man, what an elitist jerk. My favorite game does one of those things, but it’s still very worth playing, so why don’t you just shut up and appreciate all the good things about this game?” Well, first of all, I never said that breaking one of those rules made a game automatically unplayable, it was just something that I was going to call out every single time I saw it happen in a game nowadays. And second of all, you’re probably right.
Continue reading “Cardinal Sins of Game Development Redux: Proving Myself Wrong”
Reviewing the latest entry in an ongoing series is hard. One reason for this is that by the time you stick the number ‘3’ at the end of a game’s title, most people will have already decided whether they like the series or hate it, so you’re not really saying anything new to anyone. Either they’ll continue to like the series, or continue to hate it, and most of the time this opinion does not really change. Another reason for this is that usually the series itself doesn’t change all that much. Sure, there might be minor improvements or changes, but when people come to expect something from a series, well, the boat tends to not be rocked all that much. However, perhaps that means that reviewing the latest entry in a series is just as important. At least, I tend to think it is, because I really want to make sure that Johnny Job and Christina Career (remember them?) know what they’re getting into, whether they start a series from the beginning, or just sort of pop in right in the middle (I know there are people who do that. It bugs me to death). And that, friends, brings me to my initial impressions of Assassin’s Creed III.
Continue reading “Opening Turn: Assassin’s Creed III”
So, as you all probably know, I tend to play a lot of video games, and I have done so for years. At least two decades, in fact. This being the case, I have at one point or another kept track of things that annoy me about the otherwise good (and sometimes not so good) games that I’ve played. Usually I do this in hopes that eventually, the people who make these games will decide that a certain annoying thing has been happening, quite pointlessly, for a very long time and that it’s about time that someone got the bright idea to start fixing these things. Granted, every game is limited by the hardware that it is created for, but at a certain point hardware evolves, and the games that exist on that hardware should evolve as well.
This is not always the case.
Continue reading “The Cardinal Sins of Game Development”
Today on Opening Turn, a game that I’d actually been looking forward to for awhile: Alan Wake’s American Nightmare. See, I absolutely loved Alan Wake, a game that may not have been the best or most original game on the face of the planet, but because when it did something well, it absolutely /shined/. It was an odd duck of a game, too. It wasn’t exactly an action game, because Alan Wake isn’t an action hero. He’s a writer. It was a little bit like a Silent Hill game, only instead of being a psychological gorefest, they removed a lot of the actual gore and gave it some heaping bowlfuls of abstract psychology (“It’s not a lake, it’s an ocean”. If anyone can tell me what that means, I will be eternally grateful). So, how does American Nightmare stand up? Well:
Continue reading “Opening Turn: Alan Wake’s American Nightmare”