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Being a hero is family business.

Children of Morta is coming soon to GOG.com.
In this story-driven roguelike you join the Bergson family, dedicated Guardians of Mount Morta, as they venture into its now treacherous, constantly shifting dungeons to uncover the truth behind its corruption. Bonds will be tested, monsters will be felled, gorgeous pixel art scenery will be explored.

Watch the trailer.
Post edited September 01, 2017 by maladr0Id
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SpiderFighter: It's easy to jump on the bashing bandwagon, but it's difficult to be upset with this one, when the graphics are as gorgeous as these. THIS is how "retro" graphics should be done.
Not really. It actually has the usual stylistic inconsistencies, which plague the majority of Indie "retro" releases these days, such as inconsistent pixel scale/resolution and low res graphics muddled with modern filters.

That said, I have to agree that the overall artwork quality is far above average. Makes me wonder why they didn't just go for a higher resolution style, such as Banner Saga. And before someone objects that low-res means less work -- a higher resolution doesn't necessarily mean they have to increase the amount of detail. They could maintain a simple, stylized look, but it would get rid of the jagged, pixelated edges, which seem to clash with the overall modern look of the graphics.

Anyhow, looks interesting -- I think I'll keep an eye on it.
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RagAndBoneMan: The value is that pixel art usually requires a simple, cost effective engine so the smaller developers can spend more time on the gameplay.
This.

As someone who retired from gaming for a couple of years in the mid 2000-2010, I'm excited to see the focus being brought back to gameplay, at least for small devs.

There are so many uninspired first-person games with gorgeous graphics out there... and then, there are all those 3D games with way more graphics budget than pixel art that end up looking way uglier because 3D looks and plays abysmal if you don't go "all the way" (the bad experience I've had with some 3D strategy games come to mind... don't get me started on having to rotate the camera around to look at the battlefield and then finally finding the right angle only to have a tree obscure the view...).

Please, give me 2D pixel art over bland gameplay or half-baked 3D any time..
Post edited September 02, 2017 by Magnitus
embarassing title but good graphics
wishlisted
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RagAndBoneMan: The value is that pixel art usually requires a simple, cost effective engine so the smaller developers can spend more time on the gameplay.
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Magnitus: This.

As someone who retired from gaming for a couple of years in the mid 2000-2010, I'm excited to see the focus being brought back to gameplay, at least for small devs.

There are so many uninspired first-person games with gorgeous graphics out there... and then, there are all those 3D games with way more graphics budget than pixel art that end up looking way uglier because 3D looks and plays abysmal if you don't go "all the way" (the bad experience I've had with some 3D strategy games come to mind... don't get me started on having to rotate the camera around to look at the battlefield and then finally finding the right angle only to have a tree obscure the view...).

Please, give me 2D pixel art over bland gameplay or half-baked 3D any time..
Fuck this perma-death bullshit it's lazy filler, make it a toggled option! Otherwise I have a pixel art stiffy, song-bringer looks gorgeous BTW, and toggled perma-death option!
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takezodunmer2005: Fuck this perma-death bullshit it's lazy filler, make it a toggled option! Otherwise I have a pixel art stiffy, song-bringer looks gorgeous BTW, and toggled perma-death option!
Depends how it is implemented. Perma-death ala Rogue Legacy is fine: they actually managed to make that an interesting part of the gameplay where you keep playing your last character's descendant and you also get to keep the upgrades and the money to buy better and better upgrades.

Otherwise, I haven't played all indie games, but I've played quite a few and there are only 3 games that come to mind that force permadeath with nothing (or almost nothing in the case of Enter the Gungeon and FTL where you can still unlock stuff) that makes your next game a continuation of the last:

- Volgarr the Viking
- Enter the Gungeon
- FTL

Of those, FTL (and I believe Enter the Gungeon too, though I've not yet finished that one) are meant to be play in short gauntlet style matches where you can finish the entire game within 3-4 hours anyways and the real interest of the game is in replayability within the context of short proceduraly generated games.

For Volgarr, it is an old school hardcore game and as it turns out, the game's levels are 100% pre-planned and you are meant to figure out the perfect form to pass each level from A to Z (this is the point of the game, it is not for everyone I'll admit). Also, the game is saved in-between levels (so technically you don't restart from scratch when you die, just the current level).
Post edited September 02, 2017 by Magnitus
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bdavid92: Sometimes i genuinely wonder how much free time has all this people that comes to complain about games they wont ever buy or play...
Because "voting with your wallet" is all well and good, but if your 'no' vote doesn't explain ~why~ you're giving it a pass then developers can make any assumptions they want about your reason for not buying their game. So it's something like. "I will not be buying your title, and this is why:..." versus "I will not be buying your title." One is useful and the other is not.

At least that's how I see it.
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takezodunmer2005: Fuck this perma-death bullshit it's lazy filler, make it a toggled option! Otherwise I have a pixel art stiffy, song-bringer looks gorgeous BTW, and toggled perma-death option!
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Magnitus: Depends how it is implemented. Perma-death ala Rogue Legacy is fine: they actually managed to make that an interesting part of the gameplay where you keep playing your last character's descendant and you also get to keep the upgrades and the money to buy better and better upgrades.

Otherwise, I haven't played all indie games, but I've played quite a few and there are only 3 games that come to mind that force permadeath with nothing (or almost nothing in the case of Enter the Gungeon and FTL where you can still unlock stuff) that makes your next game a continuation of the last:

- Volgarr the Viking
- Enter the Gungeon
- FTL

Of those, FTL (and I believe Enter the Gungeon too, though I've not yet finished that one) are meant to be play in short gauntlet style matches where you can finish the entire game within 3-4 hours anyways and the real interest of the game is in replayability within the context of short proceduraly generated games.

For Volgarr, it is an old school hardcore game and as it turns out, the game's levels are 100% pre-planned and you are meant to figure out the perfect form to pass each level from A to Z (this is the point of the game, it is not for everyone I'll admit). Also, the game is saved in-between levels (so technically you don't restart from scratch when you die, just the current level).
Agreed, when it's implemented correctly, it's a good thing, my issue is wasted effort, I don't like investing my time then lose it all and have to start at the beginning, over, and over, and over again, it becomes tedious and monotonous it's a waste of time...As you have to repeat the same levels over and over in order to advance one, maybe two levels!

Platformers and action games I can somewhat understand, but RPGs? It's inexcusable and should be expunged from the indie gaming developer community!
Post edited September 03, 2017 by takezodunmer2005
If this is not heavily inspired by the Gormenghast books it's a pretty huge coincidence.

As for the pixel art, you can't have the benefits of indie development (willingness to stray from the well-trod path) with the pros of AAA development (large quantity of high quality 3D assets). If a choice of low-res 2D art means the devs can focus their limited resources on making great gameplay and story, then who cares what the game looks like?
Post edited September 03, 2017 by asgard1
I hope all new games come with pixel graphics, just to see the fallout. (And because I love pixels.)
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asgard1: then who cares what the game looks like?
Anybody with visually impairment, colour blind etc....
Anybody who struggles to see the distinction from one object to the next.
Prob a dozen other reasons, but leave it at that.


This game however looks good, nice and clear too....
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asgard1: If this is not heavily inspired by the Gormenghast books it's a pretty huge coincidence.

As for the pixel art, you can't have the benefits of indie development (willingness to stray from the well-trod path) with the pros of AAA development (large quantity of high quality 3D assets). If a choice of low-res 2D art means the devs can focus their limited resources on making great gameplay and story, then who cares what the game looks like?
Until AAA decides to infect the industry with gorgeous pixel art with shitty gameplay/denuvo virus infections that is...To hell with most North American/Japanese AAA, the only decent consumer-friendly AAA are coming out of Europe!
It only took them 27 years to make a sequel to Legacy of the Wizard!
Is there really a market for so many similar games? It feels like an endless conveyor belt where nearly every new game is an pixel/low-res permadeath rougelike. Maybe that's just what the devs here think buyers want. But do they? Maybe it's just a trend I don't get, like ruining perfectly good jeans...
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tremere110: 11-bit Studios? I really enjoy their games so onto the wishlist this goes.
I was wondering if that was eleven-bit or three-bit studios.
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romanprochazka: Pixel Art is modern nonsense. Its fashion clichee without any value for player.
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Acriz: That doesn't even make sense. How do you qualify the value of art to an audience? And how does this game fail where other succeed?
What you talk about? About Art?

Its a case of cohesion and freedom. The freedom must be in uknown area and open space. Cohesion must create direction to that uknown area. You can always observe space from point, which should be always the most distant and closest and one time. If so, then you create Art.

Did I answered your question?

I do not understand your points about audience or fails, coz thats not my words. Where did you get that? I very look forward for this game. And Im also very satisfied with Children of Mortas awesome graphic.