Child of Light in the test - From Far Cry to fairytale role-playing game
Light in the dark
When Aurora opens her eyes for the first time in the fairy tale world of Lemuria, she only wants one thing - home. But the girl with the fiery red hair is given a task that will determine the fate of the world. The sun, moon and stars must be returned to their original location, the Dark Queen stole them. How Rayman runs and hops (and flies) Aurora through the levels; if it meets opponents, the game switches to a round-by-turn role-playing game.
Fortunately, the girl is not alone on her long journey. At the beginning she meets the friendly firefly Igniculus, who not only resembles Murphy from Rayman Legends in terms of appearance. It helps us move forward in the 2D world, solving simple slide puzzles, collects life and mana points and stands by our side in battle. And: A second player can control the flying ball of light. But it is also possible alone, then we maneuver Igniculus - like Murphy - with the right stick of the controller through the area. If we play with the mouse and keyboard, Igniculus becomes a mouse pointer - the more precise control variant.
Over time, other characters join our little group, such as the court jester Rubella or the bearded magical dwarf Finn. But they are only visible in the text field dialogues and during the fights.
Death to the shadow
There we stand: the slender Aurora with her sword and the spiky rubella. Their fool's costume doesn't exactly make opponents pale with fear. The appearance of our counterpart for us - the three fearsome heads of a hydra look at us aggressively. About as high as a house. And almost as superior. On paper.
Every action, whether attack, defense or spell, needs a certain amount of time from the time it is selected before it is carried out. We therefore use the preparation time of opponents to interrupt them with a weak, but quickly executed offensive action. The time advantage gained from this, in turn, to let Finn rain down his elaborate monsoon magic on one of the hydra heads.
That brings us to the point of "knowledge": the fiery skull reacts extremely allergic to water, the lightning skull to earth magic. Each type of enemy tolerates one type of attack particularly badly, but is in turn almost resistant to others. This applies to the Hydra as well as to all other adversaries.
Igniculus can help us in a fight, for example by holding one of the opponents and thus slowing down the time until his next move. He can also search the arena for mana, which may allow us to make the decisive spell attack.
Once you've got the hang of it, the opponents - apart from large intermediate and final bosses like the three-headed Hydra - are not a big challenge on the »normal« level of difficulty. So if you are already a role-play player, choose the level of difficulty "difficult" right at the beginning.
Even if we cannot equip Aurora and Co. ourselves, there are some ways to influence their development.
For example, through the skill system in which we improve a character's skills using three trees each. For example, we strengthen Aurora's evasive reflex, her magic values or raise her flash of light attack to a new level.
In addition, we equip our characters with collected crystals, which then increase our maximum HP values or add lightning damage to a melee attack. If we fuse three crystals to form an »Oculi«, even more will pop out for us.
Child of Light's art design is fantastic, with the hanging clouds in the background, the occasional rain and withered flora lending the game a sleepy melancholy that is broken up here and there by brightly glowing trees or other objects. Just beautiful!
But the world is not really varied. Although the sections differ from one another, this is hardly the case within the areas, because a lot is repeated, too many corners look the same. The enthusiasm for the artistic style evaporates the more you see of the game.
Child of Light is most fun with two people: We coordinate things, plan the next attack, take tactics. We also solve the occasional puzzles - usually it's about projecting light into the right place through a template - together. Child of Light is also entertaining on its own, but it is not so motivating because of the somewhat monotonous levels over time and the fact that the skill trees are a little small compared to other role-playing games.