Children of morta ps vita4/1/2023 ![]() ![]() As you explore the dungeon, you may stumble upon scripted events – travellers cornered by corrupt creatures, a wolf cub whose mother lays dying, and so on. The world is a beautiful one, thanks largely to some fantastic, detailed pixel art, and the corruption isn’t threatening so much as it is sombre. What’s very apparent even at this early stage, however, is the melancholy tone of the game.Ĭhildren of Morta is dark – not gritty or “edgy”, but dark in a way that paints a really sad image of Mount Morta and the Bergson family. One of Children of Morta’s main selling points is a heavy narrative focus, though the alpha build doesn’t have a lot in the way of plot beyond the basic premise: as the guardians of Mount Morta, the Bergson family has the unpleasant duty of trying to figure out why the land has been corrupted and all the creatures turned into monsters. Admittedly, I didn’t play Mark a whole lot, but that’s mainly because every time I chose him it was a complete and utter disaster. Being a rogue, Mark has the worst of both worlds he’s a close range fighter with limited survivability and, as far as I can tell, he has little to make up for it. In individual encounters he can more than hold his own, but over the course of a full run, attrition is a dangerous foe. When you get into the right groove, her mobility and range more than makes up for her relatively limited defensive stats.Ĭompare this with John, a warrior who sports an impressive health bar and a hefty shield but is constantly being chipped away because he has to fight in close quarters. She’s a ranger archetype, great at kiting and keeping enemies at bay, which is a huge benefit in a game where health comes at a premium and most foes are limited to melee attacks. There are three playable characters at the moment, but Linda seems to have a huge advantage by virtue of her range. ![]() In Children of Morta’s case, it’s the opposite: the combat itself, and your growing mastery of it, are reason enough to come back the progress systems are just icing on the cake for a bit of extra incentive.Īll that said, there’s a glaring issue in the current build of the game, and it’s one of balance. My main issue with roguelikes is that, in my experience, it’s rare that their basic mechanics are intrinsically rewarding enough to balance out the frustration of lost progress. This makes for combat that can be quite a rush, especially when you realise you’re breezing through hordes of enemies that once gave you trouble. It’s not exactly a hugely tactical game, but you need to know your character and the enemies you’re facing, be aware of your surroundings, and approach each situation with a bit of thought as well as twitch reactions. On the surface, it’s a typical hack ‘n’ slash affair, with liberal helpings of attack spam and evasive rolls, but this mechanical simplicity doesn’t mean the game is mindless. This would get frustrating if it weren’t for Children of Morta’s fantastic combat. You’re only human, so you will mess up, and you’ll pay for it when you do. The biggest threat, though, is probably your own mistakes. Then you have random appearances of elite enemies: stronger versions of regular enemies that don’t just hit harder and come with bigger health bars, but have additional attacks that can tear you to shreds. The random element can also cause trouble, because even when you know how best to fight the game’s various foes, sheer numbers and tricky group combinations can easily overwhelm you. It doesn’t take too long to figure out how best to approach each type of enemy you encounter, but new threats show up regularly, giving you new ways to die. Enemies can make quick work of you and health pickups are relatively rare, so death comes swiftly when you’re still learning the ropes. The early access build has just one dungeon, but it took me some four hours and dozens of runs before I was able to beat it. ![]() ![]() It’s definitely more of a “roguelite” that hardcore genre fans may find too forgiving, but that doesn’t mean it’s easy. ![]()
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