Child Of Light - All News
Monday - March 10, 2014
Child Of Light - Interview @ NoobFeed
NoobFeed took the time to interview Creative Producer Patrick Plourde, and asked a few quesions about Child Of Light. I took a few questions and posted them below.
Ron: A Japanese roleplaying game (JRPG) crafted in a poetic manner, with influence from a fairytale, sounds appealing for a younger audience. Do you believe that there is enough depth in the story to grab the attention of adults as well?
Patrick Plourde: Fairy Tales have been told from parents to their children for hundreds of years. I wanted to recreate this experience in a game that a fan of classic RPGs could share with his family. The subject is done in a mature way; it is not condescending to anybody. So I believe that people of all ages will be able to appreciate the story.
Ron: What was the inspiration behind this distinctive visual design?
Patrick Plourde: The main inspirations were the artists of the Golden Age of Illustrations: Arthur Rackham, John Bauer, Edmund Dulac and Kay Nielsen. They were all illustrating Fairy Tale books in the late 19th century. Their depiction of fantasy worlds were real inspirations for me and the artists on the team.
Ron: Unlike other 2D sidescrollers, Aurora can both walk and fly: left, right, up and down. This provides a great sense of freedom. How did you come up with the idea for these movements?
Patrick Plourde: I knew I wanted to make a game where you play a flying fairy. I was playing Rayman Origins to check what we could do with the engine, and while playing the underwater level, I came to realize that Flying is basically swimming, but outside of water.
Ron: Developed using UbiArt, an in-house engine by Ubisoft, previously used for Rayman Origins and its sequel, Rayman Legends, there are still noticeable differences present in Child of Light. What are some of the major obstacles the team has come across using these tools?
Patrick Plourde: We had to learn a whole new production pipeline. All of our artists and level designers were used to working with a 3D engine, so there was a learning curve there since a 2D game comes with its own constraints. Not to sound silly, but in 2D everything needs to be on screen, while in 3D you can move the camera. That means that you must think about everything in relation with the frame instead of with the 3D space.
Thursday - March 06, 2014
Child Of Light - Co-Op Trailer Released
Ubisoft has released a new Co-Op trailer for Child Of Light. They also remind everyone the game will be released April 30th on both Uplay, and Steam.
Child of Light is coming April 30, 2014 and will be available for download on Xbox LIVE for the Xbox® 360 and Xbox® One, the PlayStation Network for the PlayStation® 3 and PlayStation® 4, the eShop from Nintendo for the Wii U, Uplay and Steam for PC.
Saturday - February 08, 2014
Child Of Light - Preview @ OXCGN
OXCGN previews Ubisoft's Child Of Light, and ponders if it will be a 2014 masterpiece.
In my opinion this game has all the hallmarks to be a huge hit. It seems like it will have a real deep and compelling narrative married quite deeply with the gameplay systems and stunning art. Some of the most impressive and iconic titles over the last few years have done a similar thing, with Journey and The Unfinished Swan immediately coming to mind. Only time will tell whether it will be as successful as it seems, but it certainly illuminates itself amongst the majority of popular, more gritty and ‘realistic’, titles topping the market in recent times. In my mind this lesser known title has the capacity to at least match or succeed the acclaim of the big hitters this year, possibly even earning itself a spot as the unsung masterpiece of 2014. Either way Ubisoft Montreal have done an amazing job thus far and I can not wait to play Ubisoft Montreal’s beautiful epic poem when it launches.
Friday - February 07, 2014
Child Of Light - Feature Trailer
Ubisoft has released a new trailer for Child of Light with news the game will be released at the end of April on PC, and consoles.
Child of Light - a classic RPG with turn-based combat, 200+ skills to unlock, and 600+ crafting combinations.
Created by the talented team of Ubisoft Montreal using the UbiArt Framework, Child of Light is an RPG inspired by fairy tales.
Child of Light is coming April 30, 2014 and will be available for download on Xbox LIVE for the Xbox® 360 and Xbox® One, the PlayStation Network for the PlayStation® 3 and PlayStation® 4, the eShop from Nintendo for the Wii U, and Steam for PC.
Wednesday - November 13, 2013
Child Of Light - Walkthrough Video
Child Of Light.
Follow Aurora in the Magical world of Lemuria and Brianna Code, lead programmer on Child of Light. She's presenting diffrent aspect of the game such as the gameplay, the world and the skill tree.
Child of Light is a reimagining of classic fairytales, inviting players on an epic adventure into the magical painted world of Lemuria. Players will uncover mysteries, participate in turn-by-turn combat inspired by classic JRPGs, and explore the mystical kingdom.
Friday - November 08, 2013
Child Of Light - Preview @ PC Gamer
PC Gamer takes a look at Child Of Light in this new preview based on a short playthrough of an early build of the game.
Each party member and enemy has an action bar that fills, although this can be interrupted by some attacks. Once mine is full, I choose from a selection of RPG combat clichés: use a potion, cast a spell, execute a melee attack, or defend. Meanwhile, Igniculus floats around the screen – controlled by a second player, if you have one – blinding enemies with bursts of light and healing the fighters.
Before levelling up and establishing a tactic, I discover and get brutally cut down by a dragon boss. After a few lesser fights, however, I develop a nearly infallible flowchart strategy. Finn always guards, giving him total protection from one attack, or heals Aurora, while Aurora always attacks. Since the enemies focus on Finn, we’re tough to take down.
The fight is still close when I return to the boss – his double attacks break through Finn’s defence – but with a group healing spell and Aurora’s earth magic, the beast falls right on cue, before his final attack can finish us off.
That’s the way of the classic Japanese RPG (or in this case, French Canadian). Go as far as you can until you die, and by the time you get back you’ll have accrued enough experience to wreck a oncechallenging enemy and adventure on to the next. As progression leads to new spells, stat enhancements, party members, and enemies, it’s apparent that Child of Light’s by-the-book combat will become more complex and harrowing. The juxtaposed floating sidescrolling, however, is incongruously sweet and simple, and left me with a better impression.
It takes some skill to hit the snaking chains of mana orbs in the correct order, but the exploration is otherwise gentle. Aurora will surely float into trickier, more dangerous environments and puzzles, but even when its easy, Child of Light holds my attention with its style and cheer.
Wednesday - October 23, 2013
Child Of Light - Interview @ Electronic Theatre
Electronic Theatre has a new interview with Creative Director Patrick Plourde, and Scriptwriter Jeffrey Yohalem about their upcoming game Child Of Light.
What is Child of Light?
Child of Light is a 2D RPG using Ubi Art Framework, the Rayman Origins Engine. The original idea was to make a game where we play on living paintings, a ‘playable poem’. A game that feels soft and inviting where I’m free to explore and discover it. You mix it with my love for JRPGs like the FinalFantasy and Grandia series and you have the foundations of what the game is today.
What were your inspirations to create the Child of Light’s universe?
In 2007, I went to see the ‘Once upon a Time… Walt Disney’ exposition at the Art Museum here in Montreal. Looking at the references , from Arthur Rackham to Kay NielsenDisney used to create its classic movies was really inspiring to me. The idea that stuck with me was to, one day, uses those references and have a chance to do my personal take on it.
Fairy Tales strong use of Symbols makes them universal and open to be reinterpreted. The idea is to use those symbols that live in our collective ‘DNA’ and to spin them in a tale that feels modern: An active heroine, no prince charming at the end, focused on the idea that we need to grow up, leave home and take responsibility to make a change in the world.
That was the initial spark toward building the universe of Lemuria.
What is the story of Child of Light?
Child of Light is the story of a young girl, Aurora, who falls ill, but instead of dying she wakes up in another world. The game is about her struggle to return home.
Jeffrey, how did you write the script?
The script is written in verse, largely in ballad form. It’s exciting and challenging to work within such a rigid structure. Pat and I developed the story together in October, and I’ve been working on it since.
Because the text in the game is largely written, not spoken, my goal is to pack as much meaning into as few words as possible. Much of the story is told through gameplay, the story’s evolution is tightly linked with Aurora’s evolution.
It’s also important that I remain flexible. The script changes during the development process. As the levels of the game evolve, the script evolves. We’re working in tandem.
Saturday - September 21, 2013
Child Of Light - Preview @ PushSquare
PushSquare posted a new preview for Child Of Light. The writer sounds impressed with the game from it's first showing to the public.
The second UbiArt-powered game to be unveiled at Ubisoft’s Digital Days 2013 event, Child of Light – which is launching on both the PlayStation 3 and PlayStation 4 – was pitched to us as “a JRPG for those that don’t have the time to invest a hundred hours into a game”. While this quote may trouble some hardcore JRPG fans, know that the title is shaping up to be something very special.
In a world and story that’s being kept tightly under wraps, you play as a little princess called Aurora and are accompanied by Igniculus, a firefly. In our hands-on demo, the duo inhabited the ‘dream world’. When we pressed for details as to just what that meant, it was revealed that the game takes place between Aurora’s reality and her dreams, although the details pertaining to the relevance of either were not given.
Child of Light is one of those rare games that we believe can appeal to core and casual gamers alike. It manages to remain compelling without excluding anyone, and the simplified action is much more engaging than it may initially seem. With an interesting premise, solid gameplay mechanics, stunning art direction, and captivating music, we’ll be keeping a very close eye on this one.
Wednesday - September 18, 2013
Child Of Light - Preview Roundup #3
Well here are a few more previews for Child Of Light in this third roundup.
Combat itself is similar to turn-based JRPGs – the two sides face off against each other while a timer for each character run downs to indicate when their chosen action will take place. Igniculus helps out here too. Your co-op companion can have him hover over Aurora to speed up her action meter or over her enemies to slow them down.
He can also emit enough light cast shadows. One of the puzzles I saw required us to cast the right shapes over markings on a wall, so this may well be a crucial skill.
Child of Light is described as “as reimagining of classic fairytales”. Your main character Aurora was a child who fell ill and has woken up in another world with the ability to fly and a propensity to speak in rhyme. Written by Jeffrey Yohalem, the style is a long way from his previous game at Ubisoft, Far Cry 3. “The script is written in verse, largely in ballad form, said Yohalem. “It’s exciting and challenging to work within such a rigid structure.
If you think this is going to be a touchy-feely adventure of point and clicks, then you're dead wrong. Aurora is packing a sword of epic proportions in Child Of Light, and with her trusty ball of light friend, Igniculus, she's going to tear evil a new one in this phenomenal-looking indie game. Ubisoft are really going all out to make this game as good as possible, without encroaching on the things that make indie games so good. Yes they've built a new engine just to make it look the way they want it, but the simple gameplay, and what is set to be an emotional roller coaster of a story, will bring it back to the indie roots they're aiming for.
As far as gameplay goes, Child Of Light is quite simple. Aurora flies around everywhere on her fairy wings, and can solve puzzles by hitting things or standing on switches. In combat, the aforementioned epic sword comes out and rocks your world. Aurora has a skill tree that can be upgraded to give her some phenomenal moves, such as the raining storm of fireballs you can see in the trailer below. When it comes to the combat, Child Of Light performs like an RPG, and a really good RPG at that, but it's still simple enough to be a believable indie game.
Tuesday - September 17, 2013
Child Of Light - Preview @ GodisaGeek
GodisaGeek posted a new hands-on preview for Child Of Light calling the game interactive poetry.
Child of Light was pitched as an interactive poem, and it really does seem just that. The whole game plays out in rhyme, with all of the characters who inhabit the game world speaking in a strangely poetic manner. If that wasn’t an interesting enough starting point, the game is also somewhat of an homage to Japanese Role-Playing Games, and the early Final Fantasy titles in particular. And all of that is wrapped up in a lovely UbiArt-designed package
Monday - September 16, 2013
Child Of Light - Interview @ Rock, Paper, Shotgun
Rock, Paper, Shotgun has a two part interview with the developers of Child of Light. The first interview deals with Far Cry, Controversy, and Constraints.
I’m quite fascinated by Ubisoft’s epic poem JRPG melting pot of madness Child of Light, and I think you should be too. It’s an entirely bonkers concept, and – good or bad – it at least promises to be a thunderous step off the beaten path for a fee-fi-fo-fummingly gigantic publisher. I recently had the chance to chat with creative director Patrick Plourde and lead writer Jeffrey Yohalem, and you can find the first part of our conversation here. Today we pick up right where we left off: with guns and shootymen. Actually, that’s not where we left off at all, but sometimes natural transitions are hard. So read on to see what Plourde and Yohalem learned from creating Far Cry 3, fielding controversy that arose from it, and now, working within constraints more commonly associated with indie developers.
The second part of the interview deals with Poetry, and Female Characters.
Ubisoft is making an art game. Or at least, Child of Light is as close to an art game as any major publisher is likely to get for quite some time. It’s being put together by a tiny team (headed up by Far Cry 3‘s directors, of all people, because we are living in Bizarro Land) with incredibly little in the way of bellowing blasts from Ubisoft brass. The result? A gorgeously painterly JRPG Metroidvania with a story that takes the form of a 120-page epic poem. The yarn itself, meanwhile, is a highly metaphorical spin on a young girl’s struggles growing up. I sat down with creative director Patrick Plourde and lead writer Jeffrey Yohalem to discuss poetry, influence from both JRPGs and classic PC adventure games, creating a female character who’s not defined by her search for a “Prince Charming,” choices that cut off large chunks of content, and more.
Child Of Light - Preview Roundup #2
Here are two more previews for the recently announced Child Of Light.
Patrick Plourde has previously stated that his upcoming RPG, Child of Light, would essentially be the opposite of Far Cry 3. On top of making it a modern fairy tale, he also hopes to use the game's two-player mode to help parents bond with their children.
The intention is evident through the game's story structure. Young princess Aurora sets out to save the kingdom of Lemuria, accompanied only by an unnamed companion sprite, who illuminates the game world, assists during combat, and generally acts as a faithful guide.
Child of Light is a tantalising prospect; a role-playing game inspired by the likes of Final Fantasy, created using the same technology that powers one of this generation's best platformers, Rayman Legends.
The result is a dazzling hand-drawn world, a whimsical story inspired by fairy tales, and a traditional turn-based battle system where monsters and allies wait to engage blows and magic attacks.
Not only is it a pleasant surprise that Western publisher Ubisoft is tackling the dormant genre, but the fact that it comes from the creative team behind Far Cry 3 makes it all the more intriguing.
Sunday - September 15, 2013
Child Of Light - Interview @ GodisaGeek
GodisaGeek interviews Jeffrey Yohalem the Lead writer of Child Of Light.
The game has been described as an interactive poem, a homage to Japanese RPGs and more, how would you describe it?
From the beginning we wanted to create a playable poem, so I think that is the best descriptor. I think it is a modern Fairytale – but that’s about it, I think that more words would complicate it.
What fairytales influenced Child of Light, and which traditional JRPGs/ did it take cues from?
I grew up on a lot of wonderful stories like His Dark Materials, the Chronicles of Narnia, stories by E. Nesbit. These wonderful stores that I would devour – I wanted to write something like that. It also harks back to The Longest Journey and Syberia. In this case it is about the daughter of a Duke, Aurora, in 1895 Austria who wakes up one day to find herself in this magical lost continent. She is struggling and finds that things are not what they seem, and she is going to have to do much more than defeat an Evil Queen to escape from there.
Was it difficult to tie together all of the elements in a game that is such a mix of different elements, being a side-scroller, poem, RPG and puzzle game?
No it wasn’t, because Pat the creative director and I both very firmly believed that the story should be the centre of everything. So we had the turn-based J-RPG gameplay and the combat and levelling system that helped the story tell the struggle to grow up, and so Aurora and the player are going through the same process and all of the elements; exploration, puzzle solving combat and levelling are about that journey away from safety and evolving into an adult.
Friday - September 13, 2013
Child Of Light - Preview Roundup #1
Child Of Light was officially announced yesterday, and I have managed to roundup a few previews for everyone today because of that.
Child of Light is one of those games where you can't help but tell everyone about it the second you put down the controller. The creative team behind Far Cry 3 have harnessed the power of UbiArt Framework, the engine that helped bring vibrant life to Rayman Origins and Legends, and used it to create a gorgeous homage to classic 16-bit RPGs like Final Fantasy VI and Chrono Trigger.
Part turn-based RPG and part platformer,tells the story of young girl lost in a waking dream, and the lengths she'll go in order to become a woman strong enough to save those she loves. After spending about an hour playing though a small slice of the game cooperatively, two IGN editors couldn't help but gush about their experience.
The overall theme of the game is very fairy tale in nature, but don't let that fool you. As gorgeous as this game is in motion, there's a very dark theme to it and isn't meant to be taken lightly. A lot of inspiration comes from grown-up fairy tales, the ones that don't hide the dark stuff kind of like Disney movies. Kids can appreciate them, as can adults. The fairy tale nature even extends to the writing of the game, as all the dialogue is written out in rhyme and ballad form as if everything said feels like a poem throughout.
The developers promise that the game will be pretty "meaty," in that there will be a lot on offer to please JRPG fans. Yeah, it's still weird saying JRPG and Ubisoft in the same article.
There are no random encounters in Child of Light; rather, you see every enemy within the environment and, upon touching them, are thrust into battle. Child of Light's battle system is a variant of the Active Time Battle system employed in the Final Fantasy series. At the bottom of the screen, a bar shows how long it will take for enemy actions (and those of your own) to initiate; casting big spells or employing special moves will increase or decrease your attack timing, so planning is paramount.
It's a direct and simple system to grasp, especially if you've played the JRPGs from which Child of Light draws inspiration. Of course, those same systems take an entire game to develop and show you their intricacies, so this is just scratching the surface.
Thursday - September 12, 2013
Child Of Light - New JRPG From Ubisoft
The Queen of the Night has stolen the Sun, the Moon and the Stars. You play as Aurora, the daughter of an Austrian duke 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 Queen of the Night and restore the kingdom of Lemuria.