Right now I can't get through the third level of the first dungeon, because the mobs get so ridiculous I can't even run away, let alone stand and fight. I dearly hope that in the meantime, difficulty is balanced. The game still has no release date, so goodness knows how far away we are from release. So on the runs now, these are there to find too. He gets brought back to the family house, and the grandmother says she can heal it if certain herbs are collected. Early on I rescued a puppy, surrounded by enemies near the corpse of its mother, the game's mellifluous narrator pulling on my heartstrings as he detailed the creature's lost love. There are a good number of these moments, and they're then used to tell a story that starts to reveal itself by actions performed on runs. Out from the trees emerged a young deer, followed by a magnificent stag, then from some bushes crawled a couple of hedgehogs, all gorgeously animated, all calm and serene. After one death the game returned to the starting house, but instead of zooming in through the roof to where I can select new abilities or launch a new game, the camera drifted to the left, where my character's pregnant wife was putting down a bowl of food in the garden. Loot picked up on any run, whether ending in success or failure, can then be spent on upgrading skills for the whole family.īut what makes this feel really special just now, alongside an already strong action game, is that it's replete with tiny details of beauty. With five other characters to be available in the finished game, I'm super-intrigued to find out what other approaches will be available.Īnd then it follows the fairly standard formula of action-adventure roguelites, with battling through these multi-stage dungeons against a broad range of enemy types, gathering temporary skills and power-ups, and risking how far you'll venture before chickening out and heading home, or getting deaded. Lucy, meanwhile, far better suits a more twin-stick approach, and the game has that set up from the off too. The game is best suited to a controller, and John is fairly standard, X to attack, A to dodge, and the ever-growing range of extra abilities assigned elsewhere. Each offers a really distinct approach to playing, right down to the controls. But right at the start I could also choose to play as his youngest daughter, Lucy (close, but that's my cat's name), who nimbly performs ranged attacks. In this early build, I started off playing as John (good choice), the patriarch of the Bergsons, and a fairly standard sword-swinging close-combat type. But how you do this is Morta's key element, alongside some really quite lovely storytelling. So you'll not be surprised to learn your job is to wade into that mess and whack it all to death. It so often does, doesn't it? Purple goo mutating into dreadful beasties, rampaging about the randomly arranged dungeons of the mountain, amongst the already not-that-nice denizens of monsters and goblins and the like. The Bergson's have protected Mount Morta for generations, but now, I'm sorry to tell you, a corruption is spreading. Oh my, it's already looking splendid.Īnd plays splendidly, too. So I nagged at the PR team behind it, and they let me get my hands on an in-development build that doing the rounds at this summer's shows. It just looked so astonishingly beautiful, especially in the last year. But I can't help myself whenever I pics of Children Of Morta. It is perhaps a little silly to get excited about a game based on screenshots.
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