Mortal Shell II

Mortal Shell II

The runbacks are pretty brutal huh?
Dungeons have no check points and some areas require you to run all the way through multiple zones depending on the nearest beacon you last respawned and then run through the entire dungeon, just to either get back to where you last died or fight the dungeon boss again. The level design very rarely has short cuts and it's pretty linear so you have no choice but to run through a gauntlet every time.

I'm at the valley of the revered and it's really crazy on the amount of stuff you have to get through.
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Showing 1-15 of 33 comments
Brilliant design to not put a bonfire right near a difficult boss, it's so much fun having to run through the entire map to attempt the boss again just to get one shotted. Fun times.
Thank you for the post. Going to pass on this game. I absolutely hate runbacks and find it odd that they advertise this:

“Mortal Shell II’s open world is compact, tightly interconnected and immersive. It is designed with respect for the player's time.”
Yeah noticed this, too - I'll wait for a few patches.
Also, crashes far too often :)
My only real issue so far is that apart from the first small zone, the beacons seem so few and far between. I'm currently to the southwest of the Blackridge Pass beacon and have been running around for about half an hour without finding a single beacon.
Originally posted by Pug Life:
“Mortal Shell II’s open world is compact, tightly interconnected and immersive. It is designed with respect for the player's time.”

I've played 50 minutes of the demo. 20 minutes in I already realised that this is the complete opposite of how the world is built. That says plenty. Talking about the player's time part.
Originally posted by decizion:
Brilliant design to not put a bonfire right near a difficult boss, it's so much fun having to run through the entire map to attempt the boss again just to get one shotted. Fun times.
Need someone to make the mod that add stakes of Marika at the boss entrance. The person did it for dark souls and bloodborne and it makes those games so much more enjoyable on repeated playthroughs
Originally posted by VideoJones:
My only real issue so far is that apart from the first small zone, the beacons seem so few and far between. I'm currently to the southwest of the Blackridge Pass beacon and have been running around for about half an hour without finding a single beacon.

I asked some people about that and apparently, there only two(?) beacons west of blackridge and they are really really spaced far apart. Doing the king's crypt and flooded village dungeons was so tedious because everytime you died, there was a LOT of running just to get to the dungeon, and never minded repeating the entire dungeon itself.
Originally posted by プルク:
I asked some people about that and apparently, there only two(?) beacons west of blackridge and they are really really spaced far apart. Doing the king's crypt and flooded village dungeons was so tedious because everytime you died, there was a LOT of running just to get to the dungeon, and never minded repeating the entire dungeon itself.
So far I've found two west of Blackridge and one southwest in an area I can't remember the name of.
lol anyone who is complaining about that aspect did not play any souls games ever
Originally posted by PlutoniumX:
lol anyone who is complaining about that aspect did not play any souls games ever
Well not even Dark Souls 1 and Wuchang, two soulslikes that are very notorious for run backs, has you run through entire levels almost all the time. The infamous run backs in those games are designed to be gauntlet sections but the rest of the game isn't designed like that. The only dungeons that has check points are the dungeons within beacons when you try to cleanse them.
The run backs as you call it are completely fine and not aggravating at all because I actually enjoy exploring. I don’t know how many shells you have, but my most recent one stacks damaged negation on perfect Perry’s so every perfect Perry gives me a 10 stack of damage negation each stack can stack to 100 before creating another stack. And those stacks stay permanent until you’re separated or reset at beacon Got to invest your character skill points in the correct places.
Originally posted by PlutoniumX:
lol anyone who is complaining about that aspect did not play any souls games ever
and was it fun then? no of course it wasnt . they were infamous for a reason
Its getting real tiresome with these devs not learning from past mistakes, putting an elevator thats does not reset to where you respawn and then ontop of that make you run though an entire dungeon to get back to the boss is insulting.

“Mortal Shell II’s open world is compact, tightly interconnected and immersive. It is designed with respect for the player's time.”

Respect for players time? Is it joke? If so i dont get it. This is likely never gonna get addressed, i hope im wrong, im not slogging through another game that can't do basic things correctly.
Originally posted by schh:
Its getting real tiresome with these devs not learning from past mistakes, putting an elevator thats does not reset to where you respawn and then ontop of that make you run though an entire dungeon to get back to the boss is insulting.

“Mortal Shell II’s open world is compact, tightly interconnected and immersive. It is designed with respect for the player's time.”

Respect for players time? Is it joke? If so i dont get it. This is likely never gonna get addressed, i hope im wrong, im not slogging through another game that can't do basic things correctly.
Dude, quit complaining and play the game the way it’s meant to be played
Originally posted by プルク:
Originally posted by PlutoniumX:
lol anyone who is complaining about that aspect did not play any souls games ever
Well not even Dark Souls 1 and Wuchang, two soulslikes that are very notorious for run backs, has you run through entire levels almost all the time. The infamous run backs in those games are designed to be gauntlet sections but the rest of the game isn't designed like that. The only dungeons that has check points are the dungeons within beacons when you try to cleanse them.

Dude! We do not want checkpoints in the dungeons...

And let's assume that they add checkpoints- I bet that you would cry again if they code checkpoints to remember your HP/resolve/potion count/usable items count/etc
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