Morbid: The Seven Acolytes is at first glance something good for soulslike fans, but not only. We have a dark style here, references to the works of Lovecraft, a disturbing atmosphere and a high level of difficulty. However, inspiration alone is not enough. In the review below, you will find out how the whole thing works in practice.
Morbid: The Seven Acolytes got me interested from the first announcements, although I still approached the game with a distance. As it is commonly known, how a given production looks in announcements is not always consistent with the actual state – especially in terms of the gameplay and everything related to it. There are problems with the controls, improper balance, or any other shortcomings that prevent you from enjoying the game to the fullest. In the case of the reviewed title, most of it sounded as it should, but the small production did not avoid problems. This, however, will be discussed later in the review.
Morbid: The Seven Acolytes is, as I mentioned at the beginning, a production that draws from the so-called soulslike trend
However, it is by no means “pixelated” Dark Souls or Bloodborne. The work of the Still Running studio has its identity and an idea for itself. We have an RPG with a dark style and themes referring to, among others, the works of Lovecraft. The rules of the game are simple, but before we get into them, I will briefly discuss the story we learn while playing this small production. We play the role of the last surviving Dibrom warrior, whose task is to save the kingdom of Mornia from the madness consuming her. To this end, you have to defeat the seven title acolytes possessed by evil deities called Gaharami. That’s basically it. Our protagonist wakes up on the beach, spits out sand, finds a weapon and starts the bloody work. It should be noted that Morbid: The Seven Acolytes does not have an extensive script and for some it may be a scratch.
As in the series created by From Software, we learn most of it from the description of individual parts of the inventory, or the books we find discussing the lore. At the same time, however, it is not as convenient as in the previously mentioned productions, because most of the texts can be read only at the shrines, which are the equivalents of fires.
The above-mentioned texts are well-written and read them well – I would say that without them the game loses a bit, but not so much that reading them would be any compulsion – simply, they make it much easier to understand the situation that Mornia is struggling with. However, there are no animated cutscenes or fully voiced narration – the presence of which was suggested by the trailer presented before the premiere.
Our heroine does not say a single word
By the way, the encountered characters also have no voice. There are places in this world where we can take a break from the fight and talk to the locals. This does not make much sense, however, because their issues are often repeated. From a dozen or so individuals, I heard the same story about one brother – unless we explain it to ourselves in this way that it is just one big family. After the end, I also expected more, but the shortcomings in this matter did not bother me particularly well.