Mortal Shell II

Mortal Shell II

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I hate the game design
This game gameplay is just awful man. The beacon save points are way too far apart. I’ve been running around for like 30 minutes dealing with ♥♥♥♥♥♥ mobs and still couldn’t find another one. Every single enemy hits like a truck, and the game keeps throwing like what 5-7 mobs at you in a small area.

Im used to clearing every mob in other Soulslike games, but this game feels like it actually wants you to just run past everything instead. Bro I want smooth combat experience where I can clear an area and move forward, not run away from enemies and then have to sprint 10000 miles back to where I died because the last save point was so far away.

The healing system is also pretty ♥♥♥♥. You start with only 3 heals, and each one only heals like 1/3 of your HP. And then the stupid dungeon design, just finished the King’s Crypt dungeon. That dungeon completely destoyed my enjoyment of the game. I don’t mind traps, but there’s a point where it just becomes too much. The dungeon is already dark as hell, and then you throw in those bear-trap-looking things that will self respawn, explosive barriers, explosive enemies, step-traps that shoot arrows from like every direction, enemies that hide in corner watiing to fk you up.

At a point, I think traps design are fine when they add tension or make you pay attention, but when you stack this many different cheap traps together in a small-dark dungeon, it just feels annoying rather than challenging. I just felt like the devs is just trying to disgust players.
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Showing 1-9 of 9 comments
what a love letter to the formula, cant wait to play
Agree on one thing beacons are too far apart.
honestly, the beacons thing here too. At the beginning they're like five feet apart, and then once out of the intro area they're nowhere to be found. I've hit like 3 dungeons in a row with zero beacons between them
@OP Fully agree with you. This game unlike other Souls-like, has a lot of "artificial difficulty". It looks like the Devs had no clue how to make the game more interesting after they removed the stamina bar.

Also ignore the clowns saying skill issue. These are a bunch of losers who have nothing else to do than sit at a monitor whole day.
Originally posted by Tyrion:
@OP Fully agree with you. This game unlike other Souls-like, has a lot of "artificial difficulty". It looks like the Devs had no clue how to make the game more interesting after they removed the stamina bar.

Also ignore the clowns saying skill issue. These are a bunch of losers who have nothing else to do than sit at a monitor whole day.
Get over it, its 100% a skill issue and you know it
Dude gave it a bad review because of the beacon placement, 2026 gamers are out of touch and want everything handed to them
Originally posted by ProtoPunkE3:
what a love letter to the formula, cant wait to play
Well Miyazaki, apart for Demon Souls and partially DS1, never did bonefires 100 miles away, admitting it's a failed design. This is also completely abscent in Elden Ring and Sekiro, world-acclaimed best soulslike games. Why devs claim to be inspired by Mizayaki and recreate what he admitted to be wrong is beyond me, he has grown as a developer and modern developers are just clueless wannabes sometimes. Not talking about this game in particular, but yes, this one also took some failed aspect of soulslike for no reason.
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