
Kinect games get a lot of flak for being childish or simple, and pandering to a non-gamer audience. But Child of Eden, the follow-up to the critically acclaimed Rez, is nothing but an unadulterated video game experience. So much so you can actually play the game with a controller, but only a fool would prefer it over the Kinect controller. It’s not that playing with the Kinect is more accurate, or more skilful; it’s simply more fun. As someone who has become mightily disenchanted with games recently, playing Child of Eden was an exercise in pure, unabated joy.
Child of Eden acts as a prequel to the events in Rez. The human race has moved to the stars, and what we know as the internet is now referred to as Eden, a storehouse of humanity’s combined knowledge and also the database you defend in Rez. Lumi, the first child born in space, is adding her knowledge to Eden to become the first artificial intelligence, but the memories are under attack from a virus and you have to fight to save the memories.
The core gameplay of Child of Eden is quite simple. You’re locked on rails moving slowly through the game space, shooting enemies on the screen with one of two weapons – a pink “quickfire” weapon and a blue “lock-on” weapon. The quickfire weapon eliminates enemies quickly, but they take a lot more hits than if you lock on. You can lock on up to 8 enemies, and getting all 8 will give you a higher score. You also have a smart bomb called Euphoria which eliminates all enemies on screen. It sounds simple, but the wonder and the joy of Child of Eden comes from how the enemies are presented and dispatched.
You have to play through 5 databases to rescue Lumi, each one named after a particular theme – Matrix, Evolution, Beauty, Passion and Journey. Each database has a variety of different viral enemies. Beauty contains flower-like enemies. Evolution contains gears and mechanical flying machines. Passion contains giant space whales. Each enemy is colourful and exotic, sweeping into view with majesty and vitality, and often it feels such a shame to destroy these beautiful creatures. Many will fire at you, and the pink bullets can only be shot with the quickfire weapon. There are also walls where you have to quickly unlock by locking onto certain parts and blasting before coming into contact with them, damaging yourself.
Rather than the traditional “pew pew” and explosive sounds of shooting games, each shot fired is accompanied with a percussive sound. By listening to the brilliant techno inspired musical score and timing your shots with the beats, you get better scores. Certain enemies will be predominantly pink or blue, meaning only your pink or blue weapons harm them, and then it becomes a juggling act as you switch weapons.
The boss battles use the dual weapon system to great effect. You’ll fire your lock on at various parts of the trippy and wonderfully designed creature on screen, locking on and then quickly switch to the quickfire to blast away enemy missiles. The enemy will change colour, meaning you’ll have to switch up your tactics quickly, else miss a chance at eliminating it quickly.
With playing with the Kinect, you hold your left hand out to fire the pink quickfire, and with your right hand and sweep over the enemies to lock on, flicking your right wrist to launch your weapon. Raising your hands and clapping fires the smart bomb. It’s feels silly at first, but eventually it feels very natural and you feel yourself start to sway in time with the music. You become absorbed by the action, listening to the audio cues when you’re firing, watching the visuals explode and coalesce to the sounds.
Although it will take you only about 4 to 5 hours to get through the entire game, it’s not a matter of rushing to the end. Scored on time, amount of enemies killed, and number of health pickups and Euphoria, as well as the timing of your shots to the music, it’s a game designed to be savoured again and again. Each time you play, there will be something new you never noticed, a new way to confront enemies, and you’ll start racking up the scores and climbing the leaderboards.
The best thing about completing the game is Hope, the “Survival mode”, a kinaesthetic battle against the computer which had me giggling as wave after wave of things to shoot appeared on screen, as the colours and sounds flashed and you become completely absorbed in the game. It was reminiscent of the hard songs in Guitar Hero or Rock Band where all your concentration is consumed with the action and the music, but unlike those two games there is never a sense of failure or frustration. There’s no feeling of “I’ve failed again. I can’t do this”, only “Hell yeah! Let’s do that again!”
Conclusion
Lately, video games haven’t felt like games to me. They’ve felt like extensions of Hollywood, full of violence and explosions and not much substance. Or they’ve felt like tools to keep the music industry afloat. Or, at their very worst, addictive time sinks designed to fleece money out of you.
Fortunately Child of Eden has arrived, and it’s a game that completely absorbs you when you’re playing it. A game which makes you laugh for no reason when playing it. A game which expresses pure joy at simply being a game. And it’s brilliant.
Pros:
Amazingly fun to play
Combination of audio and visuals creates a stunning experience
Proves Kinect can be used to play video games
Cons:
Possibly too short
100/100