Posts tagged #ubisoft

Feature Article - 4 Best Things about Child Of Light for Families

The following is a feature article from Andy Robertson of FamilyGamerTV about the upcoming Child of Light game from Ubisoft. Child of Light is a platforming RPG which has you play the role of a child on a quest to return home. Developed using the UbiArt Framework, the same engine that powered Rayman Origins and Rayman Origins, the game has some promise to look nice, at least. But how does it play? And is it a good family game?

Read on and find out!

Four Best Things About Child Of Light For Families

Having had some time to look at the game, here are my four favourite things about Child of Light:
1. Lemuria: The world of Lemuria, in which you play is both enchanting and dark. Although not as restrained a pallet as Limbo this certainly draws from its art style, along with games like Vagrant Story and Final Fantasy VIII. Fireflies dance in the foreground as leaves blow through the trees behind. It's an eerie empty space, but one that was obviously inhabited not long ago with ruins, fences, ethereal flying fish and broken statues guarding every turn. It's all rendered with the UbiArt Framework used to make Rayman Origins & Legends.
2. Aurora: You play Aurora, a girl from 1895 Austria who falls ill but instead of dying she falls asleep and wakes up in the mythical world of Lemuria which has had its sun, moon and stars stolen by the Black Queen. She seems to be about ten years old and brings with her a fragility and bravery. She is upset at the loss of her father, but resolves to rescue him and restore the celestial bodies. But unlike her male counterparts she is a protagonist without the strength to do this alone, struggling to even lift her sword. As the developers put it "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."
3. Game-Play: The game moves from side scrolling platforming into battle encounters. Here we find a system much like the Active Time Battle systems of games like Final Fantasy and Grandia, but in stylized and beautiful form. Players must draw on their party and choose between attack or defense in a limited time. Act quickly and you can interrupt enemy attacks to gain the upper hand. There is complexity and depth here but this is handled sensibly so as to not be off putting to new comers to the genre while drawing on the team's experience with upgrade skill trees from games like Far Cry 3.
Game-play is extended considerably when a second player takes control of Igniculus. This works because Aurora and Igniculus offer substantially different play patterns. Aurora offers standard JRPG fare (physical attacks, magic and targeting one or more enemies) while Igniculus has a more tactical bent (blinding enemies or interrupting them in the middle of an attack) as well as collecting health and magic from the battle and heal other party members. Other interesting game-play touches include being able to leave messages behind for other players, much like Dark Souls allowed players to do. This not only provides a novel way to communicate with other people but also lends a sense of community to Lemuria.
4. Story Telling: The experience is then tied together with fairy tale prose in the form of rhyming couplets ("Will someone please explain, how water falls with no rain"). It's a risky approach to story telling as there is a danger here of it feeling twee and too cute. However the balance seems good in the sections I've played. The story happily continues through the game with speech bubbles popping up during play, as well as the hand draw cut scenes. The result is an Elizabethan theatrical feel to the writing that plays to the fairytale castle visuals. As Jeffrey Yohalem, script writer, puts it "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."

Interview with Creative Director, Patrick Plourde:


Posted on April 3, 2014 and filed under Article.

Ubisoft's Child of Light designed for parents and children to play together

Child of Light is a new game from Ubisoft that features a princess off to save the world. A supporting character in the form of a spark of light allows young children to be a part of the game as well. Creative director Patrick Plourde, who is himself a father, was nudged by his marketing director to make a game that he could play with his children.

In an interview with Plourde:

Plourde told Polygon that his goal is to make the game a shared experience in the same way that watching sports can be a shared experience.

"Watching sports with a child, when the team scores a goal then daddy's happy and the kid is happy, then we're giving each other high-fives," he said. "You should have those moments with games. It's good to share moments and it can be with a child or it can be with anybody."

The game is JRPG inspired, and from the trailer you can see the combat is turn-based. Plourde took great pains to make the menu system easy to navigate, even for children at the pre-reading level. I'm also glad to see that it's coming to the Wii U, which seems like the perfect platform for this game.

via Polygon

Posted on September 10, 2013 and filed under News.

Rayman Legends' "second demo exclusive to Wii U" morphs into free online challenge mode available April

You may have heard that the upcoming Rayman Legends for the Wii U, had recently been delayed until September, and also was no longer going to be a Wii U exclusive. Well, the uproar from the community was, shall we say, quite vocal.

Ubisoft offered us a "second demo", which at the time, without any details, seemed like a slap in the face. However, today they made clear what that new demo would entail, and it's quite a bit more interesting:

The next demo will feature the Online Challenge Mode, which will have new challenges added every week, plus you can play against your friends online. The devs noted that they will be playing as well, so we'll have to work hard to beat them!

The video also explains how they are going to continue to add content to the game, given the additional time that they have, and that they'll be sharing more about that in the future.

All this will be free, so from April until September this will be available on the Wii U at no cost. Is this a case of Ubisoft doing right by it's fans? Perhaps the developers were able to make their case to the company brass to get this out there? In any case, I'll be checking it out for sure, and it will make the wait a little more bearable.

via gonintendo

Posted on February 18, 2013 and filed under News.

I never impulse buy a game, yet there I was...

Today at Best Buy I wandered in with a $5 off reward zone coupon. I was intending to buy something, but I wasn't sure what. I was thinking maybe a Blu-ray, but nothing caught my eye.

So I wandered down the Wii aisle. I almost got the Drawsome tablet (a steal at $5 off $19.99) but this caught my eye instead: Rayman Origins. I quickly had a check on my iPhone to read some reviews, and astonishingly it got some pretty positive feedback, even for the Wii version. 92 on Metacritic? Wow. So I bought it. I'm all for getting sleeper hits, and for supporting companies and games when they make an effort to do something good on the Wii.

It seems that as we're coming to the end of the Wii's lifecycle, the games are drying up, and that may be so. But games like this one, along with Xenoblade Chronicles (which is eating my brain at the moment) and Last Story tell a different tale. The Wii might be singing its swan song, but man, the song has never been as sweet.

Posted on April 13, 2012 .

Physical and digital distribution still around: Ubisoft

Chris Early, of Ubisoft, speaking to Eurogamer:

"I just want you as a player to be able to get our content however you want to," he said. "I don't really want to penalise you for wanting to get it digitally, or penalise you for wanting to get it physically. Whatever your choice happens to be. Because I know retailers will get a certain type of customer that maybe can't pay online. So there's always going to be a reason there, right?

"And the discoverability process is one we're still struggling with on the digital market. You have a long tail where there are all kinds of products you can get to, if you can figure out which one you want. But the flip side is the problem with the retail level, which is, you can walk in and see all kinds of products for a brief period of time, because then shelf space has to change and turnover and the product I wanted from last month might not be there anymore.

"So each channel has its challenge. Our challenge as a publisher of content is, how do we make sure you as a player can get it wherever. We will see an on-going evolution of content available digitally. I don't think that will be to the exclusion of other ways of giving the content."

Just give me as many ways as possible to give you my money for Assassin's Creed III, ok?

I mean, look at this guy:

Posted on March 27, 2012 .