Children of the Sun review: unnerving shooter is the feel-bad game of the year
09.04.2024 - 15:05
/ digitaltrends.com
/ Giovanni Colantonio
Children of the Sun Score Details DT Recommended Product Pros
- Ingenious puzzle-shooting mechanic
- Haunting visual style
- Unnerving sound design
Cons
- Ends as it gets going
- Tired cultist story
In Children of the Sun’s pitch-black world, obsession is an all-consuming vortex that baptizes its victims in blood. It swallows normal people and spits out religious fanatics who believe they need to kill for their god. It transforms a girl into a gun-toting murderer who won’t stop shooting until she’s put a bullet in every single one of those cultists in the name of revenge. There are no righteous crusades here, only bodies.
That’s the tension at play in the latest game from publisher Devolver Digital and developer René Rother. Children of the Sun is a hyper-gritty tone piece with a sickly satisfying sniping mechanic at its heart. Though it explores ideas about video game violence that are well-trodden in 2024, the short puzzle-shooter hybrid is effectively unnerving. The violence is uncomfortable, the harsh soundscape is overwhelming, the visuals are creepy. And yet, I’m drawn to the trigger level after level, desperate to find nirvana in a pile of corpses.
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Symphony of blood
When the story begins, I take on the role of a mysterious sniper only known as The Girl. Some quick motion comic cutscenes tease out a mysterious story about a nefarious religious cult dubbed the Children of the Sun, which The Girl has very good reason to hate. She sets out on a path of revenge, vowing to wipe out derelict complexes filled with zealots en route to the group’s leader. That journey happens over around 26 blood-soaked shooting galleries that mount in complexity.
But Children of the Sun is far from a traditional shooter. At the start of each level, I sit at the outskirts of a cultist gathering. Sometimes, I’m watching four zealots camped out by a fire. Other times, I sit outside an outpost as a dozen of them keep watch. Before I fire a shot, I can walk in a circle around the scene by pressing left and right. I can stop to look through my scope and mark a target to track their movements permanently. It almost plays like a twisted hidden object game as I scope out well-hidden cultists.
Every shooting leaves me shaken.
Planning is key because The Girl only has one shot to get it right — literally. The goal of each level is to take out every single target with one metaphysical bullet. The moment the bullet leaves my barrel, my perspective shifts, and I embody that hunk of lead. Each time I hit a target, instantly killing them no