You eventually unlock other members of the family, who fill the roles of mage, rogue, berserker/brute and monk, so you can really don any hat to get the job done. John is all brute melee with a shield to back up his powerful sword swings, and Linda is the archer, fitted with unlimited arrows and the awesome ability to keep walking while shooting (at least for a while). The initial characters available, John and his daughter Linda, are totally different approaches to the fight but represent some equally important strategies. Given that the Bergsons are a family of Guardians, there’s a good range to how to approach the game. Defeating them usually yields additional rewards, from the coveted HP healing potions and gold to the occasional artifacts. The monsters also have elite forms, which have glowing, yellow skulls above them and move faster, hit harder, and have significantly more HP. Monsters come in all shapes and forms, from spiders and bats to shambling skeletons and even physical manifestations of Corruption: putrid, purple imps that are relentless and offer almost no XP upon defeat. The monster density is variable, but, honestly, tends to be quite crazy: even within the first level, I was able to amass a fifty death combination before I had enough cooldown to break my streak. When your character is depleted of health, Grandma Margaret invokes some old magic to pull you out of the Mountain and bring you safely back home to nurse your wounds and try again. And they won’t do it alone: the family that slays together, stays together.Īs we mentioned up top, Children of Morta has a lot of monster mashing ahead, and the different levels change with each iteration of your run. The Bergsons are well versed defending their world, though, and are ready to dive into the heart of the Corruption, through multiple caverns and levels, to strike down that which would threaten their world. Trees, animals, plantlife and more are becoming twisted and vicious, bleeding poison and aggressively attacking anything nearby. The Corruption – a faceless, consuming evil – has begun seeping out of the Mountain, and it infects everything it touches. Grandma Margaret, the Matriarch of the family, has seen the signs and encountered the shadows enough to know something is awry. For ages and generations, they have been the Guardians of Morta, living at the base of Mount Morta and keeping the world around them safe and unaware of the danger that creeps out on occasion. The Bergson family is one of those special families with deep running ancestry and even deeper running veins of trust. In the case of Children of Morta, a hack-n-slash roguelike from Dead Mages, the story is this amazing glue that holds the entire journey together, and, without it, there wouldn’t be nearly the level of compelling excitement to keep it moving forward. However, it’s not impossible: when done correctly and offering up ideas of “madness moves around familiar places,” the roguelike elements can enhance the story base. Games like Rogue Legacy and Neon Chrome do a great job of having the story lie on the outside, letting players dip their toes in and consume bits of lore as its happening, but not stealing focus overall. For the most part, when you have a great, procedurally generated experience that allows for dropping in and out in a few minutes time, muddling things up with extra details tends to bog the whole vessel down. One of the most difficult things, in my opinion, is injecting a story into a roguelike game.
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