
Risk insanity in the gruesome slash-em-up Morbid: The Lords of Ire, with brutal combat and souls-like elements. Defeat the five Lords of Ire as you fight for your life across tortured landscapes, rending the evil Gahars of their flesh-bound forms.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Previously en Manqueando... "Castlevania of War" Y en el episodio de hoy de Manqueando... "Morbid: The Lords of Ire" De muy mala h*stia estoy. De nuevo otro souls-like que decide que tienes que usar una mi*rda de configuración de botones y no te deja cambiarla en el mando, pero si en las teclas. Pues lo siento, pero ya estoy hasta las pelotas de eso. Sobretodo despues de reintentar configurar los botones en steam input y el juego decidiendo que no le da la gana hacer lo que le pides. Y especialmente cuando desde que salió la demo se pidió en el feedback. Pero se la ha sudado. Una opción que lleva desde los tiempos del spectrum (años 80), pero que aqui han pensado que no hacia falta. Pues muy bien, mensaje captado. Para el próximo juego tampoco os hará falta mi dinero. Ya me hinchan los h*evos estos desarrolladores VAGOS que no son capaces de meter una opción básica como esa, pero tienen tiempo para otras gilipoieces. Tras 10 intentos de remapear el PUÑETERO botón Y para cambiarlo por el gatillo y que este siga sin responder, he decidido que al igual que con el "Tails of Iron", a este juego le van a dar por el ogt. Y me da igual lo bueno que pueda ser si juegas. Y ya que estamos, y teniendo en cuenta la dejadez, pues vamos a dar un poco más de caña. El juego está optimizado con el q-lo. Es un juego visualmente mediocre, pero que a 1440p no pasa de 40 fps. Y si, mi tarjeta es una 1070, que no es precisamente tecnologia punta. Pero la demo de Stellar Blade me corria a 60fps con ajustes medios y algun alto, Lies of P me corre de lujo casi al máximo, Elden Ring lo mismo... y todos lucen mil veces mejor que este, asi que no, no es por la tarjeta. La optimización es una castaña y ya. Asi que nada, reseña negativa sin nota (no he jugado), no recomendado, y lástima, porque el primero me gustó pese a ser lento como el caballo del malo. Y en el próximo episodio de manqueando... no lo sé, pero seguro que se podrán REMAPEAR LOS BOTONES DEL MANDO. A cascarla!
Es ist sicher nicht nicht die Qualität von soulslike Spielen wie Lies of P, ist aber trotzdem nicht schlecht. Es hat auch einige Ideen und Mechaniken, die ich so in keinem anderem Spiel erlebt habe. Die Kämpfe und das Erkunden machen Spaß. Die Gegnervielfalt könnte etwas größer und das Spiel etwas länger sein. Das Spiel ist für ein Soulslike rel. leicht und so auch für Anfänger in dem Genre geeignet.
*This review was machine translated from Korean to English. Morbid: The Lords of Ire Not Old School—Just Outdated 🚩 A Checkpoint Too Far To put it bluntly, the checkpoint placement in this game is a joke. The real issue is the malice in how they are deployed. Right before you can finally reach a breather, the game hits you with a brutal, soul-crushing encounter that acts as a literal gatekeeper. We're talking completely toxic setups: a chaotic mix of ranged and melee enemies, a large horde backing a high-tier elite, or straight-up throwing two heavy brutes into a tight space together. And the worst part? You can forget about stealth-backstabbing your way through or just sprinting past them to hit the checkpoint. The game deliberately blocks your path and forces you into a locked combat arena. It feels like a cheap, artificial way to inflate the playtime, forcing you into a tedious run-back every single time you die. 🌑 Let There Be No Light The game features a Sanity mechanic where high or low levels grant specific buffs and penalties. The problem starts when your Sanity drops into the "Madness" state. To show this mental deterioration, the environment warps into a grotesque landscape covered in tentacles and vines, somewhat reminiscent of the Umbral realm in Lords of the Fallen. Look, I get the artistic vision. But the execution is a disaster. The screen becomes so dark that it is difficult to navigate the terrain, see objects, or spot enemies. It completely obliterates gameplay readability. No matter how hard you want to sell the "insanity atmosphere", you should never compromise basic visibility to this extent. It gets so unplayably bad that, given how absurdly far apart the checkpoints are, it is honestly better for both your own mental health and the character's to just give up and choose death. Which is ridiculous, because "giving up" is simply not in a Soulslike player's DNA. That is how terrible it really is. ⚔️ Combat: Nothing Beyond the Basics Despite the glaring design flaws mentioned above, I have to give credit to the actual combat. A lot of reviews complain that the controls feel clunky, but I honestly didn't experience that at all. Dodging, parrying, and blocking are incredibly snappy—they register the instant you press the button without any frustrating input lag. Maybe it's just because my muscle memory has been beaten into submission by years of quietly enduring and adapting to old-school Soulslikes like Dark Souls III. I guess I’m just hardwired to adapt to this kind of weight, but to me, the controls felt fine. Furthermore, the enemy attack patterns are remarkably honest. Sure, they’ll throw in a clever mix-up to catch you off guard, but it never feels cheap; it’s fair and reasonable. Once you learn their movesets—which is relatively straightforward—landing a perfect parry delivers incredibly crisp, punchy, and satisfying feedback. The visual feedback is also excellent, with blood splattering everywhere during combat, adding a real sense of weight and impact to every strike. However, it never goes beyond the basics. It's a total one-trick pony centered entirely around parrying and riposte. Because basic attacks deal very little damage, they lose much of their purpose, and without unique weapon skills, the distinct identity of each weapon type becomes quite blurred. As a result, combat naturally boils down to a simple loop of basic attacks, dodging, parrying, and landing ripostes. Personally, I actually prefer this; I dislike convoluted mechanics, and this stripped-back style stays true to core Soulslike fundamentals. 👢 Congratulations. Now Piss Off The finale is an absolute masterclass in comedy. I finally brought down the final boss, and the exact millisecond I landed the finishing blow? No death animation. No epic epilogue. The game straight-up slapped the credits onto my screen. Zero room to breathe, zero narrative payoff—just immediate staff credits. As soon as my brain processed the situation, I couldn't help but laugh uncontrollably at the sheer absurdity of it. It felt like the developers were so desperate to get me out of their game that they literally kicked me to the curb the moment the boss health bar hit zero. Now that's anticlimactic. ⚖️ The Verdict The game feels outdated. Between its overly simple design, easy difficulty, and many serious flaws, it is difficult to recommend outright. You should only consider this game if you can overlook visuals that already felt a decade out of date at launch. Otherwise, skip it without a second thought. The tactile feedback of parrying is good. However, because there are no weapon skills or magic, the combat relies entirely on dodging, attacking, parrying, and riposting. While I personally see this stripped-back style as the core essence of a Soulslike, it can easily feel monotonous to many. One thing is absolutely certain: even at 75% off, this game is still overpriced. "So, in conclusion, if you love parrying and don't mind the old-school jank, you might—[CREDITS ROLL INTENSIFIES]"
игра багованная не рекомендую к покупке ждем патча когда пофиксят чтоб в текстурах не застревать но игра интересная
Игра говна. Хилок всего 2 дают, а не 5, как в Соулсах, парироване в этой игре это просто ♥♥♥♥♥♥ - очень маленькие тайминги, анимация парирования срабатывает ЧЕРЕЗ СЕКУНДУ ♥♥♥♥♥ посленажатия кнопки. Ещё и техническое состаяние игры кал говна. Лучше купите предыдущую игру автора, она во всех планах лучше этой.
Honestly I really enjoyed this game. I had a lot of fun with testing the weapons out and how the runes would fit - NG+ required for some insane builds but even within 1 game cycle you can do some sheningans.
Das unfairste Soulslike das ich jemals gezockt habe. Ein Gegner Placement ganz nach dem Motto "Masse statt Klasse" und ein Level Fortschritt der kaum vorhanden ist. Die Bosse sind an sich ganz nice, aber kurz vorm Ende ist meine Schmerzgrenze erreicht da einem gefühlt 25 Gegner gleichzeitig hinterher laufen und man nicht mehr zum angreifen kommt. Scheinbar hat auch jemand aus Versehen den Regler für die Blut Menge auf 300% gestellt. Ich würde mir stattdessen lieber einen Til Schweiger Film anschauen anstatt mich hier noch weiter zu quälen.
Short review after completing the normal game and one new game plus run for 100% achievements: A short, solid and in some regards lacking souls-like and a direct sequel to the first game albeit this one is in full 3d. Pros: - For an indie budget pretty good environments, the big city near the end is a great example of that - Decent soundtrack and sound effects - Most of the monsters from the first game make a return with some new ones and they all look good visually, some even having great mechanics (like laying and birthing mobs, grabbing you/you got a chance to escape with a gunshot etc...) - Great amount of melee weapons with an basic rune upgrade system (runes upgrade damage, speed, agility and impact but giving slight decreases in other stats), decent but not amazing (ranged weapons are dropped from the first game only one gun with great utility to help you in combat) - The one hit dodge/parry system before enemy responds from the first game is dropped here. Now fast weapons can get multiple hits before enemy responds making them more viable. Monsters also have frenzy mode where they deploy devastating attacks and an impact meter, both of them you can break with lunge attacks, after you deplete the meter you can perform a devastating attack for mass damage, making tough monsters not only health sponges as in some other games - After you beat the game you can continue in a NG run which you can also tweak to make it harder/easier - Still good itemization in terms of consumables, same as the first game Cons: - Pretty short about 12-15 hours for first run - No multiple guns (bows, shotguns, rifles...) like from the first game, only one gun - Sanity system dictates the experience, damage you do and damage you receive, that is fine however when you are in negative sanity the visual effect is to glaring, the whole world turns purple and you see growths everywhere, for me who has no visual impairs it was glaring, for someone who has them it might be unplayable (you get your sanity back by killing, meditating at shrine or using consumables) - No trader for consumables (why not, most souls-like have them, no need for them at start but later on its okay to add them for a price) I prefer the first game because of its pixel visuals however do not fear, this is not an unity asset flip, its a solid souls-like, hampered by its indie budget but still enjoyable and i can recommend this game.
It just felt like a chore to play.
The game just does not feel good to play. Movement feels simultaneously floaty and clunky, same with the combat. Your stats seem to matter little (like Impact; use a weapon with at 80, versus at weapon with 160+, and proceed to not notice a single difference). Enemies will enter hyper-armour modes seemingly at random, where you cannot stagger them unless you heavy attack. The game loves to lock you into small arenas with multiple big guys with large reach and arcs, and sometimes archers on top of this. There is also no telling you're entering into a forced arena either; sometimes you'll encounter multiple tough enemies and its normal, other times you'll encounter multiple tough enemies, and suddenly walls of blood will spring up out of nowhere and trap you in a small segment of the map. The two dodges feel woefully inadequate for anything tougher than the weakest enemies. A great reliance on parrying, which is a problem with the aforementioned forced arenas. Throw in a basic stealthing system where you sneak up on enemies to deal big backstab damage, but make almost all of those actually be gotcha-moments, where it turned out there was someone else hidden who alerts everyone, but also killing the alerter also alerts the enemies for a lose-lose on stealth opportunities. The game relies on a socket gem system, where you socket runes with static statistical upgrades (no fun passives or anything), and you consume those finite runes into a weapon to upgrade it, permanently losing those runes. This game also annoys with its lose-on-death mechanic. Instead of running back and picking up your currency, you keep your currency. And instead lose your currency multiplier, that you will have to tediously build up again (or ignore and be underpowered), just to maintain the intended level of currency gain. But then add in cheap deaths (e.g., the forced arenas) for an exercise in frustration.
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