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Child of Eden Review

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  • X360

Child of Eden is Tetsuya Mizuguchi's most fully realized lightspeed bioluminescent cyberspace techno-synthetic neon air sculpture. That it's also a video game seems beside the point.

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A love letter to the positive potential of technology, humanity's capacity of greatness, synesthasia, and--in perhaps the only constant between all of Q? Entertainment games--the soaring hopefulness of turn-of-the-century vocal dance music, Child of Eden is, in literally everything but name, the sequel to Rez. Never a significant commercial success, and not without significant, meritous criticisms against it, Rez is still an influential and impactful game, blending intricate abstract imagery, cryptic narrative design, and pulsing, rhythmic gameplay in a way a commercial game had never done before it. It was arguably the game that triggered the ever-maddening "games as art" black hole of internet debate in earnest, and virtually every abstract, ethereal little sincerely subtitled indie rhythmic shooter since then owes a debt to Rez. As is so often the case, what you get when the creator of a creative flashpoint--in this case, Q? Entertainment's Tetsuya Mizuguchi--returns to the scene is...well, more of the same.

Granted, with Child of Eden, you're getting it with improved visuals, thanks to the considerable advantage the Xbox 360 has over the Dreamcast hardware Rez was originally developed for, as well as support for optional Kinect controls, which pair intuitively with the game's inherently simple, easy-going gameplay, but you'll lose a bit of the gamepad's cold accuracy in the process. Make no mistake, this game is a feast for the senses--or, perhaps more accurately, an evening spent grinding your molars against an irresponsible amount of fruit-flavored hard candy...for the senses--but it does not push boundaries the way Rez did, and with what amounts to just a few hours of raw, quantifiable gameplay in store, it's kind of a hard sell, perhaps even moreso than the original Rez.

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And yet, aside from Rez, there's really nothing quite like the blissed-out soundscapes of Child of Eden. If you're receptive to the indulgences of early Internet cyber-idealism, or you're simply up for some bonged-out visuals of a crystal space whale flying into your mind's eye and shit, it's an experience worth some time and attention.

It should be telling that I'm hesitant to address Child of Eden as a game outright. As a video game, judged alongside other, traditional pieces of interactive electronic entertainment, well, Child of Eden is a little...limited. Let's just say the game part is not its greatest strength. If we're going to cook it down for scrap, Child of Eden is an on-rails shooter with lock-on targeting, the likes of which there are no particularly modern comparisons for, the closest being something like Panzer Dragoon Orta. (Twisted Pixel's upcoming Gunstringer for Kinect is actually shaping up to be a weirdly apt companion to Child of Eden, but let's not get ahead of ourselves here.) You paint enemies with a cursor, hit the trigger, and those enemies are gone. "Enemies" almost seems a little strong, since most of the things you're shooting seem kind of ambivalent about the whole affair, though targets that do bite back usually do so with color-coded projectiles that require you to switch to your manual weapon to eliminate.

You'll find health pick-ups, as well as Euphoria power-ups, which let you clear the screen when you're in a pinch. There are five main levels of unique, effectively static content in Child of Eden, and once you complete all five, you'll unlock a higher difficulty, some sound and visual effects, as well as a challenge mode that goes longer, but is dronier and less theatrical than the main levels. Most levels take, in my experience, a little more than 10 minutes to complete, though the game doles out access to subsequent levels in such a way that you'll likely have to play previous levels multiple times in order to progress.

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Judged purely by this mechanical criteria, Child of Eden sounds lackluster at best. It's short, simple, and frankly, not terribly challenging. What makes Child of Eden worth playing--or, at least experiencing--are the brain-bursting, techno-psychedelic environments that you fly through. Following an opening scroll concerning some very serious nonsense about future ladies being digitized and reborn in the space Internet (I think), you're plunged into one level after another of what are essentially high-concept light shows. The first level feels like the most direct connection to Rez, with complex geometric structures built out of simple polygonal shapes that undulate and transform as the level continues. By the second level you're watching a crystal space whale transform into the mighty phoenix, and the third level...well, the third level takes place on a river, and is called "Beauty." Not sure I could describe it much better than that. The levels only get weirder, and more visually astonishing, from there.

If you couldn't tell already, Child of Eden is an achingly sincere game with a serious case of freshman philosophy. The substance of the game's profundity is wide open to debate, but it's never too overbearing about it, and there's something to be said for trying to divine the creator's intent from the thousands of swirling, flat-shaded cubes currently undulating across your screen.

It's astonishing that Rez would ever receive a sequel, official or otherwise, so the very existence of Child of Eden is kind of incredible. That it hewed so close to the formula of the original isn't an inherent fault, but it's hard not to wish there was just more of Child of Eden to experience.

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flanker22

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Edited By flanker22

wow ryan was the worst choice for this game, considering his extreme distate for kinect the game already had a steep hill to climb. 
 
but ryan just a week ago gave a clearly broken game alice a 4/5. i feel like hes losing it and becoming more disjointed from the community.  ryan was already my least liked reviewer on this site and this review kinda further solidified his standing in my eyes.

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Lind_L_Taylor

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Edited By Lind_L_Taylor
@flanker22 said:
wow ryan was the worst choice for this game, considering his extreme distate for kinect the game already had a steep hill to climb.  but ryan just a week ago gave a clearly broken game alice a 4/5. i feel like hes losing it and becoming more disjointed from the community.  ryan was already my least liked reviewer on this site and this review kinda further solidified his standing in my eyes.
That's brutal, man!  Made me laugh though.
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VeRKK

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Edited By VeRKK

As much as I appreciate Miz's passion, this game should have never been a 50$ title, with its length and replay proporsition (none), this game should have been 30$ at best. Also.. F Rez.
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dropabombonit

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Edited By dropabombonit

Good review, going to wait until it's down in price a bit

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Wokisan

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Edited By Wokisan

Fair review I think. I bought it day one and feel like it was well worth my $50 (in part because I want to support Miz and ensure he keeps making games for the 360), however I can totally see why some peeps would feel the content is a bit short at that price point. If you are on the fence wait till Amazon brings it down to $39 or $29.

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just_nonplussed

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Edited By just_nonplussed
@Sammann31415:
 
Fair enough. And I do think Vanquish deserved a 4/5, but there was barely any discussion on the podcasts about it and the review itself was written with very little enthusiasm from what I recall. Yet games like Duke Nukem Forever get entire podcasts devoted to them, with Brad even saying that "everyone should play" it. So everyone should play what is basically a terrible product?
 
To end my personal thoughts on this, Child of Eden to me is like this beautiful antidote to all the macho military FPS saturation. There's hardly anything like CoE, and it should be celebrated so it can at least maybe attain cult classic status so there could possibly be more diversity in the future because of introducing players to something new. There's probably lots of people who haven't even heard of Rez. This is what I mean when critics should be a little bit more receptive sometimes..
 
I'm just saying, how about a little less CoD and a little more CoE? :-) You see a lot of gamers (And journalists) moaning about the current mass market situation, but when something different comes along it gets ignored. 
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just_nonplussed

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Edited By just_nonplussed
@TehFlan:
 
I can't speak for others, but personally my problem was with the content of the written review and not the score on its own. Specifically that I didn't think it was fair to imply that rail shooters are inherently worse than other shooter genres, such as FPS. Choice of perspective and play mechanics are just an aesthetic decision, and while it's become popular recently to moan about the sub-genre (I personally love Sin & Punishment 2), I don't think it's fair to say that a rail shooter is lacking or any less than more complex sub-genres of shooting games. Rez does what it needs to do; it feels great and there is nothing lacking about that experience. I don't think that game would be better if players could move around freely and rotate a camera - if anything it would be worse. I think a lot of reviewers confuse basic with simple. Simplicity is very beautiful, just as complexity can be. As an aside, I take the bus most days and that's 'on rails'; I don't complain because I can sit down and have a relaxing ride while looking out of the window. Most of the day consists of running about, so the bus ride makes a nice change.
 
My other main complaint was that it was brought down by Ryan for somehow not being 'gamey' enough. Which I really don't understand. He also thinks Minecraft isn't a game...
Well then, is L.A Noire a game? Or is it an interactive movie?
 
Furthermore, should there not have been more discussion about the innovations of 'hands-free' playing? Especially as this was one of the main selling points of the XBOX version.
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Plasticpals

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Edited By Plasticpals

I'm interested in knowing if this game has variable difficulty for the bosses the way the Rez did.  I believe if you managed to get more than 90% shoot-down throughout the main stage, the bosses in Rez would speed up their patterns and fire twice as many missiles at you.  Is there any kind of context-sensitive difficulty in this game?

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mrpandaman

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Edited By mrpandaman
@just_nonplussed:  
   
There is no implications that an on-rails shooter is any worse than a traditional first person shooter. The traditional games he may be talking about are other on-rail shooters such as the games he made slight comparisons, too. The point he makes or at least the point he is getting to is that the game isn't "hard", it's too "easy" with the lock-on targeting and whatnot. From what I have seen, it doesn't seem you have to do much except move the reticule over to the enemy, lock-on, and then fire away. Also there doesn't seem to be great whole deal of substance, in terms of game play and game play length, to the game.  
 
Minecraft, I remember Ryan and Jeff talking about, isn't considered a game because it doesn't have one of the basic game play elements. Which is a defined end game or an end goal. There is no definitive objective. You don't have to do anything in Minecraft. 
 
Reviews are meant to appeal to the masses and to tell people what the game is about. This and their quick looks allow people to get a sample of the game and make an informed decision before buying. Content of the review were perfectly fine maybe a little more talk about the Kinect support (ex. If it was any good?). What this review tells me is that this game is: 
 
-An incredible experience and visually stunning
-Simple rail-shooter 
-Very short 
-And that people who loved Rez will love this game. If you are very interested in this game and have a Kinect this will be great pick-up. Otherwise, if you are on the fence, like these sorts of games, and want that bang for a buck wait a little for the price to drop. Then, buy the game.
 
Regardless this review, I think is a good review. When it comes out to the PS3 and depending on the price (if it's still $50, I'll wait) I will definitely check it out, because it sounds really cool. 
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Spongetwan

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Edited By Spongetwan

I've played the game (Kinect) and I must say that playing via Kinect must add to the length. This game gets you soooo worn out that I cant see you playing right through it. I am really enjoying the game so far.

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T0MBraider

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RIP :(