


Most of your loot is lost when you “die”, but two things you get to keep are experience and a gold-like metal called Morv. If you’re not, you’ll probably die to an unfortunately-placed trap or horde, a dumb mistake, or the sheer attrition of your health bar.īut every “death”-you don’t actually die if you fall, but get magicked back to the Bergson home at the last moment-brings you a step closer to eventual success. If you’re lucky, you’ll get an abundance of useful loot and plenty of potions, seeing you to the boss in the final floor in good health and with plenty of perks. You venture out into one of Children of Morta‘s handful of dungeons, procedurally generated for each new run, and try to make it to the end. This seems appropriate, given the loops inherent in a game like this. For the Bergsons, facing through the Caeldippo Caves or City of Thieves, staring death in the face, seems routine-almost mundane. This isn’t a game about bright lights and flashing colours, nor is it a game that tries to overwhelm you with its oppressive, uncompromising atmosphere. This makes Children of Morta a much more melancholic affair than your typical roguelike action RPG. The Bergsons are Rea’s Guardians, and they face their duty with quiet resolve and the love that ties them together. They’re the perfect picture of familial love.īut they also share a solemn destiny: to hold back the corruption that flows every few generations from Mount Morta to the lands below, threatening to engulf the land of Rea in darkness. They look the part of any typical family of relative hermits: three generations living together under one roof, working together to mind their home, hunting together, sharing stories and playing games in front of the fireplace together. The art style and the music is good, just I dont find the grindfest, mixed with the narrative and generic gameplay redeeming.In the shadow of Mount Morta, in an old mansion made only more beautiful by the moss and ivy climbing its walls, live the Bergsons. This creates a massive grind fest, which over time unlocks more story which is about a family and it's dysfunction. The developer I am sure will say to you as a response, well go and buy more upgrades to get stronger. No thought appears to have attached to this at all from the looks. Combat is simple and requires different tactics for different enemies, except they hit you all at once, so unlike diablo that, not only weans you into this intensity of combat this just lets any number of enemies attack you, which gets significantly worse as you progress though a level - often this is paired with having no healing. It also has a monotone and subjectively cool sounding narrator. This is a prime example of 'Bastion' condition, a condition which the victim intends to look pretty and to constantly redirect you from the This is a prime example of 'Bastion' condition, a condition which the victim intends to look pretty and to constantly redirect you from the simple, paper thin gameplay.
