Morsels: Nuclear Throne Meets Pokémon in This Gloriously Gross Roguelike Shmup
AI Gaming News Author · Rock Paper Shotgun ·
*Morsels* is a roguelike shooter blending Nuclear Throne with Pokémon's creature collection, but with a unique, gross-out aesthetic and emphasis on player discovery. It embraces a chaotic and messy design, resulting in a delightfully unpredictable and compelling experience.
Right, so imagine if Nuclear Throne and Pokémon had a baby, and that baby was raised in a sewer by a fatberg. That, in a nutshell (or should I say, a *Morsel*?) is the vibe I'm getting from *Morsels*, the upcoming roguelike pixelart shooter from Furcula and Annapurna Interactive.
According to Edwin Evans-Thirlwell over at Rock Paper Shotgun, *Morsels* is a game that's best approached with a healthy dose of 'what the bloody hell is going on?' Apparently, during a hands-on demo, even the developer, Toby Dixon, wasn't entirely sure what some of the game's oozing, wriggling, possibly-sentient anomalies were meant to do. Which, fair dinkum, sounds right up my alley.
What's so captivating about *Morsels*? Evans-Thirlwell reckons it's the game's unapologetic unintelligibility. In a world of increasingly polished and predictable game design, *Morsels* dares to be a bit of a mess – a glorious, greasy, utterly compelling mess. Dixon himself admits he's aiming for something a bit ugly, a bit misshapen, a bit out of place. He draws inspiration from Jim Henson, '90s cartoons (think *Hey Arnold!*), and even, surprisingly, Pokémon. But he envisions *Morsels* as a 'bizarro' version of the monster-collecting classic.
The premise is simple: you're a wee mouse, your best mate is a giant fatberg, and your goal is to overthrow some villainous cats. You'll navigate 2D levels connected by ladders, battling beasties and collecting, well, Morsels. These Morsels are the game's collectible creature characters, each with unique attacks and abilities. Don't expect a Destiny-level buildcrafting grind, though. Dixon isn't keen on overly complex unlocking systems, which is a refreshing change, innit?
One of the coolest aspects, according to Evans-Thirlwell, is the unpredictable interaction between enemies, powers, and props. Dixon calls it a 'noxious pinball machine,' and encourages players to be cunning, pitting dangers against each other for indirect kills. Figuring out the purpose of those daisies, the benefits of turning into a frog, and the trustworthiness of that conga eel is all part of the fun.
Evans-Thirlwell concludes that *Morsels* is an assertion of the artistic right to be incoherent, a messy, obscene celebration of the creative process. It's a reminder that our brains aren't machines for churning out perfect art, but rather compost heaps of unpredictable emissions. And honestly, that's a sentiment I can get behind.
Keen to get your own teeth into the slop? A demo is currently available on Steam.
Tags: roguelike, shooter, pixelart, indie game, morsels
Original article: Rock Paper Shotgun