Review: The Swords of Ditto: Mormo's Curse - A Roguelike Take On Zelda

Alright, let's do this again...

Those of you that go to the trouble of connecting the ‘timeline’ of the Legend of Zelda series are no doubt aware of how there’s a sort of meta-narrative at play, in which the hero and villain are locked in an endless battle that reignites when they’re both reborn in new generations. The Swords of Ditto: Mormo’s Curse borrows heavily from Nintendo’s popular series in this way, but takes things a step further by imagining what it would be like if this cycle were infused with roguelike elements. The final result is mostly a success, with some missteps here or there, but on the whole, it manages to fuse the open-world adventure and roguelike genres reasonably well.

The Swords of Ditto: Mormo’s Curse follows the story of “The Sword”, a hero whose name, gender, and race changes with each new iteration, even if the ‘core’ of the hero remains the same. The Sword’s great task is to rid the Isle of Ditto of the evil forces of the witch Mormo, who wishes to subjugate the land and all its inhabitants under her cruel and selfish rule. Should the Sword be defeated in the climactic confrontation, 100 years of sorrow and darkness will follow as the people wait for a new Sword to rise up, while if the Sword strikes down Mormo, she’ll enter a 100-year sleep and rise again once she rejuvenates. It sounds fairly cut and dried at the start, and the snarky character interactions are keen to remind you of this, but the longer you play, the more you come to understand that there are much larger gears turning behind the scenes of this seemingly simple conflict.

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