You won't clear even the early stages in a hurry either. That being said, once you fully clear an area - for instance, the initial spider caverns - you don't have to get through it again to move on to the next. You don't necessarily have any sort of fast travel option either, so if you die on the second part of a three-part dungeon, you start back at the beginning. Three main areas might not seem like much, but each consists of multiple stages, which, in turn, have at least two or more main areas to venture through.īeing a roguelike, Children of Morta's dungeons are different every time you venture through them. There's a handy divine relic in their basement that lets them travel to these three areas and pulls them back home when on the brink of death. The Bergson's goal is to stem the Corruption flowing down from Mount Morta, and to do that, they need the power of three spirits from around the land. First and foremost, it's a tough, roguelike RPG - and an excellent one at that. Their ancestral home is the game's hub, their worries and hopes fill the downtime between dungeon dives, and their collective strength is what gives them half a chance at saving the world more than the special powers gifted them by Celestial Shards.īut Children of Morta isn't a virtual novel. It's the story of the Bergsons - John, Kevin, Mark, Linda, Uncle Ben, and the whole lot - before it's the story of their diseased land, the darkness on Mount Morta, and the divine Rea who charged them with protecting it. She's Linda Bergson, John's daughter and Margaret's granddaughter.Ĭhildren of Morta takes fantasy tropes we're familiar with, like the world approaching the edge of doom and the special chosen ones who can stop it, and transforms it all into a much more personal affair by making it a family story. She's not even supernatural to any extraordinary extent. Suddenly, a young woman with a bow steps forward from the trees and offers her assistance.
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