
Their Flesh Is Your Weapon. Mortal Shell II is a standalone sequel action-RPG with adrenaline-charged, high-stakes combat. Possess warrior Shells, dethrone false gods, redeem a ravaged world.
Most likely between $25.3M and $71.7M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 79% | approximately $42.2M |
| PlayStation | $59.99 | 88% | — |
| Xbox | $49.99 | 86% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $26.43 on Steam · Russia (−47%). Compare 17 prices in 15 markets →
Reviews
Themes across 2432 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
主角性能太强了,暴徒躯壳杀怪回古神心脏血瓶,血瓶越杀越多根本喝不完,蓄力拳能把BOSS无限按趴,斧头匕首配上二元之石输出爆炸,技能按趴砍三下回决心,继续按趴,如此循环除了发光线的巨型石头书BOSS以外的所有BOSS都能这样无伤赖死。石化格挡盾反三种格挡,随时暂停更换,弹反判定时间非常宽松,属于是八十岁老头都能闭眼弹成功,杂兵小怪弹一下就能处决,精英怪也就三下。主角的伤害非常爆炸,没有任何精英怪能在主角手里活超过十秒。开黑夜困难模式怪的血也不是很多,就是伤害高了不少,二周目打算全程开黑夜了
I love it. It may be my personal GOTY next to the RE Requiem and Nioh 3 :)
Whoever designed the parry and riposte mechanics needs to lose his job immediately. First off when you parry in this game like other souls like games it increases the "break/poise bar" until eventually you break the enemy's poise bar and deal MASSIVE rewarding damage. Whoever designed the parry mechs in this game seems to have forgotten that last part. after successfully breaking a major boss's poise bar you deal like 7% of their hp bar. This is not an exaggeration. Furthermore you cannot deal statis effect damage build up while they are in the recovery animation (the animation after you're suppose to do massive damage and there's that little time after where you can hit them while they're getting up). Executing the poise break damage animation doesn't count toward any statis effect build up either. and whatever statis effect you were tirelessly build up goes down while executing the poise break damage. So in conclusion. after successfully parrying enough to break the poise bar you get f***ed.
Muy buen juego buenos graficos y diseño de personajes el combate es violento y gratificante. la mayoria de los que les dieron review negativa se la MAMAN al japones ese de Miyasaki y Fromsoftware con sus siete juegos iguales o tienen skill issue y no pueden pasarse los soulslike sin ver una guia
[b]this is more like a neutral rating, but i am currently leaning towards no. i'm willing to change it to a positive yes down the line.[/b] commenters: behave. be able to have a discussion, or go away. few things: this is a significant improvement from the previous game. the visuals are striking and they've nailed the atmosphere with their own identity. the combat and worldbuilding has sauce, and is what got me to buy the game after how much fun i had with the open beta. this is the kind of game that's made for me, and i do enjoy it for what it is, but if i have to be objective, i'm going to say that the full release isn't quite there... yet. last straw on the camel's back stuff. mind that these are all fixable problems, and so long as the devs are willing to, i'd be more than happy to push this on every soulslike enjoyer i know. i actually don't personally mind the runbacks, because stamina doesn't exist, so you could theoretically just sprint all the way back to where you left off. (also, i literally played dark souls 2 before this, a game that has frigid outskirts, which is an area of all time.) what does annoy me a bit however, is how much the enemy's attacks will 'stick' to you. on the way back i feel like i'm bound to get nicked here and there, because a lot of the attacks have a long lunge range, with how high the incoming damage is, and the healing stretched thin - i think my pulse is at +5? (why don't the game show how much i've upgraded it?) but it heals maybe a quarter of my health - it can get quite dicey and rough. i feel like i should be able to take a few more hits, especially playing as my goat eredrim. one of his shell ability is literally called tank lol i just want to feel like one you know? they overcorrected after some people have said the open beta was quite easy. it kinda was, but i'll gladly take a hit to difficulty if it means it's Fun. i like my soulslikes difficult too, but this is where i think the devs just simply couldn't help themselves, going by how some decisions were made in both the games they made. i think i would've been fine with the high incoming damage, but it's like they've made the parry window smaller and now parrying combos specifically just doesn't feel like it works most of the time. harden doesn't break combos too when it's kind of the point of using it, coming from the first game. another high incoming damage soulslike i've played is lies of p. in that game though, there is grey health healing, where attacking right after getting hit will heal some lost health (edit: sariel has this passive, i don't think it's as important as being able to charge a heal though). you'll always have healing so long as you keep fighting and charging a pulse - gragu has this as one of his passives, but i think it could be made global to help ease the lack of healing feeling, also to offset the stress of exploration because the beacons are very sparse. often times i actually hold off of resting at beacons because i want to explore and find secrets while the areas nicely cleared out, which honestly shouldn't be the case imo. resting at beacons should be, 'aight, i'm ready to keep going' and not, 'man i have to fight all those enemies again smdh'. i also don't like how they've stuck to their mentality for ng+, because this time, glimpses are actually a limited resource per cycle, which is insane because this is straight up a downgrade from the previous game, where you could farm for glimpses in the mist. what this scarcity means in practice is that most people would either have to invest into tiel or proxima to combat the early game difficulty, or hold off for quite a decent while as they get their hands on the other shells. in fact i'm pretty sure tarcores are limited per run too! so there are only so many tarstones you could max out per cycle, and some of the rank 3 upgrades are extremely significant, like having permanent status infusions on your weapons. for a game that seemingly wants you to experiment with shells and builds, you can't, because of the resource scarcity. ng+ should be an optional thing, for the people that wanted more from the game. for the rest, a full playthrough of a cycle is a complete experience, but the shell stories are locked behind shell bonding too, so now not even the lore nerds get to have their fill in one cycle. this is such a weird decision they made because in my head it's a problem long solved. even in ps3 demon's souls, back in 2009, you were allowed to play around with weapons because enemies can drop the resources, painful as the farm was. yes, colorless demon soul existed, but that game made up for it by having a way shorter game cycle. gloom income is also quite tight, and not every level you earn is meaningful. i remember seeing myself spending 15k gloom to go from lv26 to 27 only to gain a whopping +2 to health. and that feels terrible, i mean not even a shell point, really? :( one more thing is that the enemy variety is kind of dire. there are exclusive enemies in night mode, but if you've played the open beta you've actually seen almost all the enemies. the outskirts of mammon side of the world simply has the same enemies... but more armored and/or differently colored. i guess it's better than the previous game but i do expect more with the expansion of the world. i'm willing to see what changes they come up with down the line. i think it's right for them to wait for the full release before making any drastic changes to their game, but for now this is the kind of game only a soulslike maniac glutton like me could stomach.
This is (hopefully) a placeholder review, as of now, i am really loving the game, but i've had it crash my entire PC like 4 times in a row, and also experiencing many Unreal crashes all the way, i really want to keep playing but its becoming quite a challange at this point, if the devs fix this, my full review will probably be very positive
Absolutely loved it, easily one of my favourites of the year. Any game they make is an instant buy for me now.
First review I’ve done here on Steam, and this game deserves it. I’m a Soulsborne and Soulslike veteran, and I can say with confidence that this game is one of the best. The developers delivered a unique experience that stays true to the roots of Mortal Shell 1. The different shells, weapons, and tarstones allow for a ton of build customization. In Souls games, I’m always the big bonk tank, but here I found myself really enjoying more of a traditional dex build. A lot of people are saying the game is unbalanced, but as the saying goes, they need to git gud.
Наконец то что-то годное вышло. Бабульки - заебись, влетают в тебя потными, вонючими и грязными пяткамм прямо в твое ♥♥♥♥♥. Лягухи? есть. Биг моми с биг титями и футжобом - присутствует. После хот фикса сыпет бабок что как будто бы я зря потел пол карты, но спасибо. В целом хороший соулс лайк с хорошей музыкой и отголосками русского фольклора. 10 мешкоголовых из 10.
你的篝火数量很少,大地图上的怪很多 但是打开菜单会暂停加上穿脱加血上限的装备能无限回血又弥补了这一点 [h2] 7/10 评价是爽游,有10个饰品槽位,就算不用bug也能组出变态build [/h2]