

My favorite part of the game so far is coming back to the house (mansion? manor?) after a run and seeing everyone just being themselves in the house. Only three were available to me in this demo, but plenty more are clearly included in the game. The Bergson family themselves act as the playable characters. The story moments I’ve encountered have ranged from “okay, neat” to “holy crap that was emotional.” Needless to say, I’m excited to experience more! These small little side-stories help add to the feeling of a cohesive whole and don’t let the player forget that there’s a reason they are down here fighting. Maybe not thematically, but more often than not the story is forgotten when going down endless dungeons or dying ad nauseum. Too often do games, especially roguelikes, have their story and gameplay at odds with each other. The narrator comes in during these events and helps cohesively blend the story and the gameplay bits. Some will give more detail about the “corruption” that is taking over the mountain, others are more like little side-stories that add to the world building. While playing, you’ll come across scenes seemingly at random that help to advance the plot they’re usually tucked away in some random room of the dungeon. The beauty here is how the narrative evolves. As you could expect, bad things start to happen and it’s up to them to fight bad guys and save the day! The story sets up Bergson family, who are the guardians of Mount Morta. The first is the idea behind the game – a narrative-driven roguelike. There are a few things in Children of Morta that really hooked me. Well, it looks like one more game is going to enter the roguelike hall of fame, and that’s Children of Morta. All of those games share the traits I mentioned before and are standouts in an all too crowded field. Maybe you are big into the FPS roguelikes like Tower of Guns. Now, when you think of classic roguelikes, what comes to mind? Probably (hopefully) games like Spelunky, Binding of Isaac, Rogue Legacy, Crypt of the NecroDancer, and more recently, Enter the Gungeon. The idea of being like Rogue is long-gone, much to the chagrin of roguelike purists everywhere. Permadeath, randomized level design and possibly powerups, and tough difficulty are the “Big Three” when it comes to making assumptions about what a “roguelike” is in 2016. The term “roguelike” has been bastardized a bit and can cause some confusion at times, but I think most people can think of a few traits that always persist. Like Joey, Kevin suffers for near useless skills, with weak throwing knives and a cloak with a very long cooldown.Grandma Margaret has just gotta keep mixing! Kevin can do amazing damage against one enemy - but in co-op, you'll be facing constant hordes, so that's of limited value. Joey has horrible speed to start his first swing, and no good options against furious monsters. Joey and Kevin are probably the worst characters for co-op. Of the two Linda is better because she can attack at range and is faster. Linda & John both have AoE stun and an AoE damage attack. Mark is probably the best melee fighter, he can Vault + Whip large crowds to keep them stunned.

The decoy can be useful but I think it is bugged when the 2nd player uses it.
#Best character children of morta plus#
That plus her tornado spell are excellent to both damage enemies and push them away. Linda is really good once she gets her mini-tornadoes on crits. Being able to damage multiple enemies at once is also very valuable. Any character with AoE stun or push is awesome in coop.
