Children of Morta (Review)

Source: Review Copy
Price: £18.49
Where To Get It: Steam

Children of Morta isn’t a game you progress in easily (unless you are good at ARPGs), but, even with not progressing as far as I’d like, there is… A lot to like about this one.

I’ve been there. Sometimes, y’just gotta bite the bullet.

The general story is one you’ve heard before: Yada yada corruption, yada yada pilgrimage to holy sites to clean said corruption, yada yada monsters and bosses along the way. What makes this interesting, however, is that it’s also the ongoing story of The Bergsons, guardians of the land, who, despite having trained for generations, find themselves struggling, not only with their path to find and defeat the source of the corruption (hopefully for real this time), but also in bringing the family together in a time of crisis… A family that had, like many families, had its fair share of drama. Uncle Ben finds himself struggling with his own bitterness between him and Sheila. Kevin struggles with finding acceptance among his own family, because he wants to help, being a good Bergson.

They’re lives that make sense, even in this topsy turvy, high fantasy world of ancient evil, goblins, trolls… And while the gameplay is interesting indeed, I find myself just as impressed at how the narrative of the family tugs at the heartstrings. It helps that the narrator has a solid voice for fantasy narration, and that the soundtrack is… Melancholic, in its way. Peaceful when at home, tense when in the dungeon, but, at home, there is this sense of sadness hiding in the music.

That statue looks relatively innocent in this screenshot, but it pulses with gravity waves, and yes, those are spike traps.

Visually, the game is also solid. Although you only realise what certain dungeon features are once you’ve unlocked them, or encountered them for the first time, they’re easily identifiable, especially the ones that show up on the mini-map. Enemies, similarly, are interesting, and the pixel stylings are good.

And finally, we have the mechanics. As you might have guessed, this is the incremental sort of RPG, where upgrades and treasure gained are carried over, but in-dungeon items, for the most part, are not. Upgrades are unlocked as the game progresses, as are characters to play, and while everyone has some sort of dodge move, and quickly unlocks a damaging effect or upgrade to their abilities, each character has their own feel.

And when the family is united… Oh, that would be a terrible day for evil…

Kevin, for example, is an assassin, striking faster and faster the more his blows hit, but losing steam if there’s no-one nearby to kill, encouraging a rushdown style in which you’re looking for someone to fight. Kevin, after all, is not only trained, he has something to prove, as much to himself as his family. Meanwhile, Linda, the bard, is an archer, who can fire while moving, but does more damage, faster shots, if she’s still, raining death on her foes while needing to move away with the nastier enemies. In general terms, it feels somewhat like a twin-stick Diablo, complete with that “Ohshit, Runrunrun!” when an Elite or an ambush appears. But nobody dies, being saved on the brink of death to try, try again.

Children of Morta is definitely one I feel like coming back to, as individual runs are short, the story is charming and soulful, the aesthetic is good… It has a lot of character, and I would definitely recommend it to ARPG fans.

The Mad Welshman doesn’t root for nonspecific forces of evil. If you aren’t cackling wildly while giving away your secret plan, I’m not bothered.

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