Child of Light: concluding thoughts

This entry is part 2 of 2 in the series Child of Light

Child of Light is many things. It is a mechanical and aesthetic triumph – “beautiful and challenging”, with nail-biting boss battles and a gorgeous fantasy world. It is a “greatest hits” tribute to JRPGs that borrows from the classics (Valkyrie Profile, Final Fantasy X, and no doubt more), yet has an identity all its own. It is an atypically “arty” release from a large publisher, and an obvious labour of love.

Unfortunately, CoL also represents a missed opportunity. Its narrative is a fizzle: characters and events pop up from nowhere, the plot lacks an impetus beyond MacGuffin hunts, and the ending feels rushed. The pity is that there is a genuinely interesting backstory, which could have provided structure, character motivation, and emotional heft. Instead, it’s treated almost as an afterthought.

I don’t know if I could call Child of Light a great game. With a better story, it very well might be. I do think it’s brave, original, and very good. I would like to see more games along these lines – both in the sense that they synthesise the best of a genre, and in the sense that they represent a creative risk. And I would definitely like to see a sequel.

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