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PC Xbox PS3 PS4 Review of Child of Light

Review: Child of Light

By | PC, PS3, PS4, Reviews, Wii U, Xbox 360, Xbox One | No Comments

Child of Light
Developer: Ubisoft Montreal
Platform(s): Wii U, 360, Xbox One, PS3, PS4 PC

Face down the forces of Darkness as Aurora, a lost girl fighting through the magical world of Lemuria to rejoin her father, the Duke. This is “Child of Light” the whimsically refreshing new role-playing game from Ubisoft Montreal. Boasting Ubisoft’s new UbiArt engine, Child of Light delivers a lushly animated artistic world straight out of a fairy-tale.

Child of Light’s gameplay is in the style of an old-school JRPG, a mix between basic puzzle-platforming and turn-based battles. Both of these key elements of play work wonders with the art and environment, with the platforming promoting exploration of dreamy Lemuria, and the turn-based combat offering players plenty of opportunities to appreciate the design of characters, enemies, and levels.
One of the more interesting and unique features of Child of Light is the use of Igniculus, a small firefly-like creature who serves as your constant companion. Igniculus assists Aurora both in platforming (activating switches, blinding enemies to avoid battles, opening chests) and combat (healing allies, slowing down enemies). Though it is perfectly possible to control both Aurora and Igniculus at the same time in one-player mode, there remains the option to have a second player control Igniculus, which relieves some of the first player’s responsibility and allows for a more relaxed experience.
Combat and characters’ abilities rely on an extremely streamlined mix of skill trees, consumable items, and tailoring tactics to suit particular enemies; some are weak to one damage type, or may be resistant to others. During combat, all parties and their progress towards their next action are represented by icons on a single timer; while waiting for the next action, Igniculus can fly about to help or hinder as needed, so there’s always something to do between turns besides just gawking at the art.

That being said, one could easily be forgiven for simply staring every now and then (though combat probably isn’t the best time to suffer from art-induced paralysis). From the very first moments of the game, I was struck with a sense of wonder by the beautiful art of Child of Light. Using deep, vibrant colors laid on highly detailed and wonderfully designed environments and characters, Child of Light delivers an experience halfway between Chrono Trigger and Limbo, with a persistent dream-like quality, from which you won’t want to wake. The soundtrack is suitably fantastical, relying mostly on simple chamber-music arrangements, with song styles ranging from high-energy battle themes to more relaxed folksy tunes to explore to. Where the music really shines are in those areas dripping with drama, particular narrative moments where the music is downright haunting, or intense boss-battles featuring full orchestra and choir. In such moments, it’s easy to get swept up in the moment and really feel for Aurora and her roving band of adventurers.

Though the narrative of the game is a timeless classic of a child seeking to reunite with her parent, it is delivered in a fresh and striking package that dispels any notions of “cliche”. Story is delivered through speech bubbles and conversation panels, and occasional narrated animated sequences. One of the more interesting writing choices that really lends character to Child of Light is that all dialogue is written in rhymed verse. Even characters conversing with one another effortlessly engage in rhymed repartee, to the point that when one character struggles with improvising rhymed conversation, others express confusion.
Unfortunately, I found myself expressing confusion at every other character’s strict adherence to the rhyming style. As a poet myself, I was initially ecstatic to see the prevalence of poetic dialogue in this game. However, I also know how difficult it can be at the best of times to write an engaging, clear, concise bit of verse, and unfortunately, Child of Light too often falls flat. The choice to have all characters speak in rhyme reinforces the fairy-tale style, but robs the characters of most of their voice and individuality. What’s more, the writing is well done, but sadly, not well enough that it isn’t distracting, and fails to avoid seeming like a gimmick soon enough. Some dialogue is shoehorned in to force a rhyme, some rhymes are slanted, meter is too varied, and the whole idea, while incredibly bold, is simply too bloated to work well here.

Ubisoft Montreal, the Canadian subsidiary of French parent developer Ubisoft, is one of the largest developers in the industry today, and they boast an arsenal of widely-recognized franchises. Child of Light comes hot on the heels of the latest game of perhaps Ubisoft Montreal’s hottest series, Assassin’s Creed. Assassin’s Creed, like many of Ubisoft’s titles, has been delivered in a dozen different games, and is a steady source of revenue for the developer. With that said, it is extremely pleasantly surprising to see Ubisoft Montreal taking the risk of developing a brand new game without the foundation of a franchise to support it.
Child of Light is a novel approach that isn’t really reflected in any of Ubisoft Montreal’s pre-existing library, which have recently focused largely on 3D stealth and action-adventure games (Assassin’s Creed, Far Cry, Prince of Persia, Splinter Cell). However, Child of Light does fit snugly with the style of Ubisoft Montpellier, whose focus has been 2D puzzle platformers like Rayman. Rayman Origins was in fact the first title to use the UbiArt engine, an innovative framework whose merit has been beautifully proven in its latest iteration. Hopefully, with the success of Child of Light and other new upcoming IP’s (Watch Dogs, Valiant Hearts: The Great War), Ubisoft will see that there is still plenty of room in the market for AAA innovation.

Child of Light is rated E for Everyone, and can honestly appeal to a very wide audience, child and adult alike. It combines stunning environments, an enchanting soundtrack, an engaging story, and clever gameplay, in a simple and easy to digest package. Aside from some issues with the difficulty in writing rhymed dialogue for every character, every aspect of the game is of superior quality. For these reasons, I would highly recommend playing it to anyone looking for a fun, wondrous RPG; I’m giving Child of Light a 4 out of 5.

I look forward to playing more of Child of Light, and seeing more like it in the future, but for now, that’s all I have to say on it! If you’ve got any questions or comments, please leave them in the comments section below and I’ll get back to you as soon as I can. Be sure to like, share, subscribe, and tell everybody who’s anybody, and check back soon for more of the same!

Metal Gear Solid 5 Ground Zeroes Review for Xbox One and PS4

Review: MGS V: Ground Zeroes

By | PS3, PS4, Reviews, Xbox 360, Xbox One | No Comments

This is Skull Face, the mysterious leader of an organization known as the XOF. When Pah-z Ortega and Chico Valenciano go missing, it is up to Big Boss to infiltrate Camp Omega and investigate their whereabouts. Stealth and patience are key in Kojima Productions’ latest release.

Metal Gear Solid V: Ground Zeroes

The gameplay in Ground Zeroes operates in the same fashion that Metal Gear fans have come to know and love. Big Boss is equipped with weapons that aid him in taking out the enemies that inhabit Camp Omega, while still remaining hidden. However, you’re bound to run into trouble as you crawl through the grassy knolls and sneak past security cameras. My first inclination was to whip out my machine gun and take out

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as many guards as I could. Bad idea. Creating too much noise will draw the attention of anyone within the immediate area, and viagraonlinepharmacy-best eventually an entire firing squad is after you. Ground Zeroes rewards the player for going undetected and drawing as little attention to themselves as

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possible. The ability to permanently mark soldiers as they walk around is a nice way of showing the player what’s to come. And slowly creeping up behind guards and taking their lives into your own hands feels great. Do you interrogate an enemy, execute him, or simply knock him unconscious? Whatever you choose, remember you’ll need a safe place to hide the body. The Spec Ops missions highlight a few different gameplay scenarios that we can expect to see in Phantom Pain when it releases. The VIP mission in particular does a great job of creating suspense, as you race loss of hearing cialis to extract a target and make pharmacy technician of texas a getaway to the helicopter.

Though it takes place prior to it on the Metal Gear timeline, this game builds upon the realistic art seen in Metal Gear Solid 4. The design of Big Boss is definitely influenced by another stealth series. The power of the PS4 and the FOX Engine allow for some truly stunning visuals. Seeing the compound at night time for so long and then being reintroduced to it during daytime shows contrast and use of the real-time system. Things like water and lighting are small touches that stand out while playing. It’s hard to believe what we were originally shown is exactly how Ground Zeroes turned out.

Technically, Kojima Productions is the developer responsible for every title in the Metal Gear franchise. However, Hideo Kojima himself also helped produce the Zone of Enders series on PS2. After playing Ground Zeroes, my interest in Phantom Pain has increased quite a bit. Hopefully we get to play it sooner rather than later.

As the lines between retail and mobile titles continue to blur, gamers are often left wondering: what exactly defines what is and isn’t a game? The same line of thinking has been applied to the newest entry in the Metal Gear Solid series. Is it a game or just a glorified demo? To me, it’s an experience. My biggest complaint of Ground Zeroes isn’t what you think. No, it’s not the length of the main mission that bothers me, it’s the level of difficulty. Admittedly, I am a relative newcomer to the Metal Gear franchise. While I’ve always loved the character, villains, and gameplay.. this is the first entry I’ve played since the PS2. So take that for what it’s worth, but some of the missions in this game are unusually hard. And without spoiling anything, the unnecessary and over the top violence that occurs towards the end of the game is completely out of place. At times, Ground Zeroes is harder and more graphic than it really needs to be. Another minor thing that bugged me were the vehicle controls.. it’s a completely optional mechanic, but this game falls flat on delivering a good driving experience.

The good news it that the solid execution found throughout the game outweighs any of its flaws. While the world is part of something that will undoubtedly be expanded upon in Phantom Pain, the island in Ground Zeroes is still pretty huge. The player is given freedom to travel wherever they’d like, which allows you to approach missions from any direction. Creeping past enemies and otherwise being forced to act on your feet is an excellent way to create tension. Combat feels nice and fluid, while snapping a soldier’s neck or shooting them in the face is satisfying. More to the point, Ground Zeroes has great balance. Exploration is fun in its own right, and finding all of miss viagra the XOF patches only adds more incentive for doing so. Beyond the main missions there is a ton of fan service that even I thought was pretty cool to come across. It’s also worth pointing out how amazingly cinematic the game feels due to its high quality of direction and voice acting. The story has a great sense of humor and the writers constantly wink at the camera.

Metal Gear Solid V: Ground Zeroes is a game worthy of your attention if you’re willing to overlook the negativity that its length has brought to it. The truth is, there’s a lot more to do after you’ve completed the main mission. The Spec Ops missions that are unlocked put you into fun scenarios that test everything you’ve learned. Besides being visually stunning, Ground Zeroes encourages the player to think outside the box and explore the open world. The balance and tension within create a sense of urgency that requires you to really think of the best way to go about doing things. Where Ground Zeroes falters is the increased difficulty in some missions and strange twist of violence towards the finale. It feels out of place and just added for shock value.

I’m giving Metal Gear Solid V: Ground Zeroes a 4 out of 5.

Based on fan reactions, this game is creating quite the stir. But I want to know what you think. Leave a comment below – and be sure to check out our Facebook and Twitter pages if you liked this video.

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for watching! Don’t forget to subscribe and I’ll see you next time.

Knack Review Thumbnail for PS4


By | PS4, Reviews | No Comments

Develop: SCE Studio Japan
Platform: PS4

When goblins begin their assault and threaten all of humankind, it is up what does cialis contain to a group of heroic adventurers to stop the evil forces. The key among them is a three foot what would happen if woman takes viagra tall creature named Knack. As the story begins to unfold, they quickly realize just how powerful the mysterious relics can be if they fall into the wrong hands. Powers are cialis coupon free trial harnessed and unleashed in SCE Japan Studios’ PS4 launch title, “Knack.”


“Knack” is an action platformer that owes a lot to game series like Mario and Crash Bandicoot. The game starts out pretty basic with a cleverly disguised tutorial as The Doctor makes his case for Knack’s place in the mission. But cheap viagra online canadian pharmacy within no time, you’re off mastering his attacks otc viagra on goblins and giant robots. While you have to kill enemies to advance, you’re also generic cialis online dealing with Knack’s sildenafil 20 mg ability to grow and shrink. Yeah, that cute little creature I mentioned earlier can grow to be several stories tall. This presents the player with a great sense of power and allows for a huge amount of destructibility. Collecting Sunstones acts as a sort of magic meter, letting you build up more methodical attacks. Knack can also absorb other elements into his body of relics, which give him special abilities. Diamonds allow him to easily bypass lasers, but his health bar is greatly reduced. Metal allows him to become stronger, but magnets are constantly stripping away at you.

There are also equipment parts and special gems hidden throughout the game to satisfy your inner collector. Gathering enough of these unlocks bonuses like a combo meter, more Sunstone storage, and several iterations of Knack.

Art Style

While I think the comparison to Pixar films is giving it too much sildenafil black ant praise, Knack is definitely easy on the eyes. The characters are cartoony, yet possess enough human emotion that makes you root for them. Environments are refreshing, colorful, and vary throughout. The contrast between a level in a spaceship versus that of an erupting volcano really make it feel as though you are on a journey. Unreal Engine 4 really brings the small things like ice and particle effects to the table. And the facial animations of Knack and The Doctor in particular are incredible.

Dveloper Profile

Knack is developed by SCE Japan Studio. While this developer is also responsible for the “Ape Escape!” series, “Echochrome”, and “The Puppeteer”.. they’re probably most known for their collaboration on bigger titles. They also provided guidance for games like “Shadow of the Colossus” and “Demon’s Souls.” That’s quite

the assortment of genres! Keep a close eye on their collaboration with Capcom entitled “Deep Down.”


My two biggest problems with “Knack” seem to go hand in hand. While the gameplay starts out fun, it eventually becomes repetitive and tedious. You do the same basic things over and over again, as the story seems to go on forever. The adventure presented within is too messy and poorly written, which is a shame because the characters themselves come across as very likable. There are also ridiculous spikes in difficulty where one hit from an enemy takes away over half of your entire health. And poorly placed checkpoints lead to frustrating moments where the player has to tackle certain areas again and again. “Knack” is formulaic to a fault, from the combat all the way down to how the collectibles are placed right between big group fights. They aren’t really that hidden when it’s completely predictable when and where they’ll show up.


“Knack” is at its best when the player is given total power and control. The growth mechanic does a great job of accomplishing this, and knocking down entire buildings is fun. The special attacks and the ability to absorb elements add a nice spin on making you feel even stronger. Unlockables like Vampire Knack reward the player for finding collectibles and returning to the game if they choose to. Taking out multiple enemies in one shot or slam is pretty satisfying. And the animations of the characters are canadian pharmacy generic viagra fluid and really add a human side to an otherwise fantastical world.

Overall Score

When the relics settle, “Knack” is per comprare il viagra serve la ricetta just an average experience. What starts out as a great core idea never really becomes the epic tale that it so easily could have been. Too

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often does it recycle the same ideas, never really presenting any incentive to viagra buy dubai keep going aside from seeing the final scene. While the growth ability and many variations of Knack give the player a great sense of power, it is offset by the frustrating balance and inconvenient checkpoints. The adventurous characters and superb animation are essentially wasted on an otherwise forgettable story that seems to run around in circles like a puppy chasing its own tail. That’s why I’m giving “Knack” a 3 out of 5.

Resogun PS4 Review

Review: Resogun (PS4)

By | PS4, Reviews | No Comments

In the much distant future, aliens have invaded the last five human colonies. Swarms of them can be seen in the starry skies, and the only remaining survivors are locked away in glass boxes. Bullets fly every which direction as three ships combat the flying armies and try to save what little part of humanity is left. And that’s about all the story you need to describe Housemarque’s PS4 launch title, “Resogun.”


“Resogun” is a lot like other games in the shoot em up genre, but it’s the things that set it apart that make it flat out addicting. Rather than being a top down or stationary space shooter, you whatsapp spy con licencia 2014 find yourself battling through hordes of enemies on levels that are shaped like giant circles. As the difficulty begins to ramp up, enemies surround you, and you begin to be trapped into corners that you’ll be amazed you got out of alive. rover app-controlled spy tank kaufen The main objective is to kill the various enemy species that attack you, which ultimately leads to a giant boss fight. However, the great thing about this game is that it can be played in a few different ways. Aside from just killing baddies, there are also humans stranded on each level. The only way to free them is by killing “keepers” as soon as possible, and then flying the human to a UFO without dying. Rescuing humans rewards the player with things like extra lives, bombs, and points. Speaking of points, you can also play specifically for a high score, as a multiplier is constantly building while you shoot alien ships.

No matter which path you choose, though, you are aided by ship-specific power-ups. They give you a sense that you’re constantly growing stronger, and make you feel not so hopeless when you’re completely surrounded. If you really get in a jam, there are lifesavers like overdrive and nova-bombs, which take out a ton of enemies at once. You quickly start to realize that saving your most powerful weapons until they’re absolutely needed is key.

Art Style

Like all great looking games, Resogun’s art style is one of the first things that stands out. The outer space levels themselves are quite dark,

while the colors of the enemies and bullets are bright and glowing. This allows the game to really pop out at you. Particles

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are constantly exploding across the screen, creating fantastic visual effects. Sections of levels fall apart, and enemy types are easily distinguishable. Speaking to how well done the art style is, things like humans and powerups are clearly visible in all of chaos that’s going on around you.

Profile Comparison

“Resogun” is developed by Finland-based Housemarque. Chances are you’ve already played one of their other downloadable titles: do Super Stardust HD, Dead Nation, or Outland ring a bell? Well, it’s the same team, which is obvious after seeing the visual flair that all of their games seem to have. Kudos to them for creating sildenafil citrate games that are as much fun to play as they are to look at. Usually it’s one or the other.


My biggest complaint of “Resogun” is that there is no real tutorial stage at all; you’re just sort of thrown out there to fail. Normally this wouldn’t bother me too much, but this game requires you to pull of some amazing feats if you want to get the highest score or rescue all of the humans. At first, I couldn’t understand how you actually freed the humans: do I have to kill enemies around them? No, turns out you have to defeat the “keepers” in a timely fashion. Even though there are audio cues throughout *KEEPERS DETECTED* it’s fair to say this game does a bad job of conveying what

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Additionally, there is no offline co-op. This is one of those games where you really want to experience it with someone else. The inclusion of online play is fine, but I don’t know that many friends with a PS4. Finally, it has sildenafil dea schedule to be mentioned that although the developer plans to release DLC, as of now there are only 3 ships and 5 levels. I suppose it isn’t much of an issue if you’re really into playing this sort of game over and over, and, arguably, that’s the whole point of the genre.


Aside from the fantastic art style, spy phone with sms “Resogun” does a lot more right than it does wrong. The gameplay itself becomes wild, with everything from suicide ships to long serpent-like aliens iphone mobile phone spy forcing you to find a way out. Tank enemies attack from the ground, while others shoot out fireballs that you have to dodge. However, you never really completely hopeless due to overdrive and nova-bombs. It’s a really clever balance of difficulty and satisfaction; risk and reward. The music composition only increases the adrenaline

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Overall Score

“Resogun” is an amazing shoot em up that takes the main ideas of the genre and adds in its own. Visual cues and the overall artstyle make it such a joy to come back to again and again. New enemy types are constantly introduced and force you to think fast with twitch gameplay. And the fast paced music matches so well with the carnage that happens on-screen; it’s a perfect marriage. Simply put, Resogun is not just the best downloadable game on PS4 right now, it’s the best game, period.

Well guys, that’s all for this review. Maybe you like this game, but aren’t as crazy about it as I am. I want to know what you think, so please leave a comment below. If you liked this review, please give it a thumbs up. And don’t forget to subscribe for even more PlayStation 4 coverage on Dvelop.TV. For now, I’m off to *SAVE THE LAST HUMAN*.