One needn't take a single step into Children of Morta's core premise of escalating, multi-floor, randomly-generated dungeons, to get a grasp at the sheer amount of effort and detail Dead Mage have place in crafting their world and of the overall presentation. Its influences, ambitions, ideas and design choices all may resemble many a present-day contemporary, but needless to say Children of Morta is close to striking another fantastic rendering of that roguelike, dungeon-crawling action RPG that last-year hits like Dead Cells excelled so well on. Finally we've landed at the point where a once Wii U-planned (like so many Kickstarter-backed games circa-2014/2015) title is out, least on PC for the time being, and it goes without saying that the introductory saying is fitting. More than four years have passed since developer Dead Mage initially launched the Kickstarter to their latest project, Children of Morta, and while it has made sure to make the rounds at many a convention, the game's inevitable release - following a slew of updates, teasers and subsequent expansions to the original scope - has so often felt illusive. Good things come to those who wait so often this is the go-to-phrase whenever patience seems all-but-ready to vanish, it's no surprise that it has as much the potential to tick people off, rather than perhaps comfort them.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |