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Children of morta
Children of morta










children of morta children of morta

For the most part, Children of Morta doesn’t really rewrite the playbook for rogue-likes, but it does make some unique changes that make the game feel so much better to play- and they really speak to the game’s theme.Ĭhildren of Morta is about strength through your family. At the end of the dungeon, there’s a difficult boss to overcome and if you fail at any point throughout the run, you’ll be kicked back to the beginning with nothing but your knowledge of what to expect next time you venture forth. You have a selection of different characters, each with unique playstyles, that you take through procedurally generated levels all the while gaining randomised upgrades and tools that make you grow in power and change your run. I want to talk about what Children of Morta does so exceptionally right than describing exactly what the game is so in the interest of not getting bogged down in tiresome summaries: You know how a rogue-like RPG works. The combat is great, the character progression satisfying yet what’s truly unique about the whole game is how I love in love with the Bergson Family and their quest to rid their world of evil. Yet with the market recently so flooded with rogue-likes of every conceivable genre and setting, Children of Morta does what few have tried to do in setting themselves apart from the crowd. That’s okay, I honestly don’t mind that I play rogue-likes for dense, synergistic mechanics and skill progression rather than searching the lore for titbits on my favourite characters. Most rogue-likes tend to provide only the barest of stories in the hopes that players won’t query how their character keeps being resurrected only to charge into the fray once more. As much as I adore rogue-likes and the feeling of meta-progression that often comes with mastering maps, combat and enemy types I do think one of the weakest aspects of the genre is the integration of any meaningful narrative.












Children of morta