Child of Eden
Xbox 360/PlayStation 3
Developer: Q Entertainment
Publisher: Ubisoft
Release Date: 14 June 2011
Rated: E10+
Tetsuya Mizuguchi's masterpiece Rez is one of the games I most frequently cite as an example of video games as a legitimate form of art. The way it combines visual and aural stimulation is second to none... until now.
The long-awaited sequel fans of the cult classic have clamored for has finally arrived, and I'm happy to report that Child of Eden is everything I dreamed it would be, taking advantage of modern technology to create one of the most fully immersive gaming experiences ever conceived.
The basic gameplay of Child of Eden is nearly identical to that of its predecessor. The game is still set on rails, but the first difference of note is that your avatar is no longer visible on screen. Instead, you aim a targeting reticle, which can lock onto up to eight enemies at a time. Releasing the lock-on button fires a stream of lasers and produces a series of beats or musical notes that syncopate with the background music.
In addition to the all-powerful Euphoria (Eden's version of Rez's Overdrive), you are also given a rapid-fire laser called the Tracer that isn't as powerful, but is capable of shooting down enemy fire and is more useful against certain enemies. This addition, reminiscent of Sega's Panzer Dragoon rail-shooters, adds an extra layer of depth and challenge to the proceedings.
At it's heart, Child of Eden is little more than a simplistic shoot 'em up. Like its forebearer, what makes it so unique is the way in which the visuals and the audio coalesce into something more. It draws you into its world and blurs the lines between your senses, making it feel as though they're entertwined. As much as I love Rez, I never quite got the same feeling that Child of Eden has given me. Have you ever seen The Lawnmower Man? You know that scene where they're flying through the virtual reality world? Yeah, it's like that.
The experience is, in a word, beautiful. Amidst the black void, bursts of color fill the screen. Wireframe whales and schools of luminescent neon fish swim through space as the rhythm pulses, with up to three additional 360 controllers vibrating to different parts of the music to tantilize your senses. This is, by far, the most euphoric I've ever felt just from playing a game, and it's the interactive nature that makes it so artistically brilliant; the feeling that you're actually flying through this gorgeous world is strong, and only possible in a video game.
Like Rez, Child of Eden is a short-lived experience, but infinitely replayable. Completists will want to unlock all of the stunning artwork, much of which can only be obtained by meeting certain goals in each level such as shooting down 100% of all enemies, picking up all the support items, or not getting hit. There is also a free play mode where you're allowed to simply fly through each stage with no aggression. I don't often enjoy these types of modes, as they strip the game of all challenge, but I can honestly see how this could be a relaxing diversion.
Without the benefit of a Kinect camera, I can't comment on its implementation, but honestly a controller still feels like the way to go. The subtle vibrations and throbs add to the overall experience, and those familiar with Rez's control scheme will feel right at home the first time they play the sequel.
Child of Eden really makes the most out of modern technology like high definition visuals and surround sound to create an experience - and it is just than, more an experience than a game - that you won't soon forget. This is not only a worthwhile sequel to Rez, but it surpasses it in my eyes and sucks you into its incredible virtual space like nothing I've ever played.
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