![]() ![]() Unfortunately they are static and limited in number. These are a handful of random events you can happen upon where you aid people affected by the corruption. Morta tries to, and unsuccessfully, demonstrate the impact of the corruption through dungeon events. The result is a story that plays out independent of the player’s actions. ![]() Most of these scenes aim to raise the stakes of what’s happening, but regardless there is no tangible effect on the other half of the game. The main plot plays out after you return from dungeons creating a divide between the story and gameplay. The issue I have is that the story ends up feeling disjointed from the whole experience. For context, the game’s store page describes it as a, “story driven action RPG”, and a fair amount of time is dedicated to the plot. ![]() Let’s begin with the aspect Morta prides itself most heavily on: story. Playing as a whole family of defenders offers some unique gameplay aspects to Morta, but it largely fails to differentiate itself from its contemporaries in a meaningful way. Morta for several centuries – as they fend off the other-worldly corruption that has begun spilling forth from the mountain’s peak. Join the Bergsons – a family that has stood as the guardians of Mt. It’s an action RPG where you comb through dungeons killing mobs, collecting treasure, and occasionally solving puzzles. Children of Morta is the latter.Ĭhildren of Morta is one of the latest in a long line of indies with procedural generated content. Others stack tedious progression systems over mundane busywork to hook players onto a treadmill of grinding. Some utilize this framework to add a lot of enjoyable variety to a compelling gameplay loop. I have a complicated relationship with games that feature procedural generated content. ![]()
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