
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 2470 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
Solid 3/5 Soulslike. Decent amount of playtime depending on your skill level, could be short or could be long. Lots of good ideas but lots of ideas with some poor implementation. Would still recommend especially if they manage to patch the shortcomings it had on release. Good things I enjoyed were: - The class system (Shells that you pick up during exploraton) and the distinct gameplay loop they incentivize you to do. - The tarstones that change and augment how you play (equivalent to rings/accessories for Dark Souls), such as a tarstone that lets you hurl your battle axe/hammer at an enemy and send them flying or shooting an axe that spins in place and shreds anything that walks through it. - The three types of blocking damage options (You can either choose to go with classic guard with perfect guards available, a risky parry but does more contribution to enemy's posture, or the harden ability that lets you freeze what you're doing without cancelling your attack animation; harden was my favorite) - Not many weapons, but each have unique attack animations that feel satisfying to use, especially the Martyr's Blade. - Map wasn't too big but had enough stuff jampacked in, so it being open world wasn't too intimidating for a person who doesn't want to slog through large sections of the map. Bad things that made me lower it in score: - Fast attacking weapons such as the axatana and axe and dagger just doing more damage than slow hitting weapons like the greatsword or hammer. You would think a slow hitting weapon with more commitment would do more damage, but it's not the case. You could argue it's because the slow hitting weapons stagger enemies easily, but that's not true. Even if I were to swing my great martyr's blade at some basic looking mobs, they would hyper armor straight through it with their 4-5 hit combos. And even if you did argue that it did more posture damage, it goes to my next point of bad things I dislike about the game. - Riposte damage is terrible. I'm pretty sure its a bug on the damage you do when you break an enemy's posture, but it does so little damage in endgame that you're better off just still swinging with your weapon or using a tarstone ability. There's just no incentive to riposting an enemy, especially when the game throws it in your face to do it. (Albeit, the riposte animations are sick, so understandable if you just like seeing it for the sake of seeing it.) - The game is extremely stingy on resources for upgrading your class/weapons/tarstones. You only get a finite amount of resources to upgrade your gear per new game. Specifically for shells, as you can refund upgrades to weapons but for some reason can't with classes (You're probably only going to be able to only max out 2-3 of the 8 classes the game offers you per run as long as you ensure you commit those resources to those specific classes). Unless you're looking up which class/weapon suits you, you're going to end up upgrading a class/weapon you probably don't particularly like but feel that you have to to not getting destroyed by everything. Upgrading weapons also require money AND materials, and farming for money is such a pain unless you happen to also have Proxima as a shell. - Levelling up tarstones is a terrible mechanic. Tarstones have 3 levels and every tarstone can be upgraded to level 2 for a small amount of coin and rewards you with a material that you need to upgrade a single tarstone to level 3. I get the idea that they want players trying out different tarstones and finding out that new tarstone might be the gamechanger to their build. But in reality, a player is going to end up going through the game with half of their build missing because they need more mats to upgrade their ACTUAL tarstones to level 3. - Some dungeons just feel like they shouldn't even exist and the rewards should have just been put in the overworld (especially in the southern half of the map). - Night mode (difficulty modifier) only offering a couple of exclusive dungeons and a night merchant is not a good enough incentive to making the game harder. The xp gain is not even much of an upgrade. - Some enemies/bosses having non-telegraphed attacks that come out extremely fast and do punishing amounts of damage. Or some enemies straight teleporting to you with their attacks even though they're quite a distance from you. - Some weapons or tarstone abilities have inconsistent tracking
Great game, well done to the development team and everyone involved. There are a few bugs that will need to be addressed, such as my weapon disappearing during a fight and a few other issues, but overall, it’s still a vast improvement over the first iteration. Great visuals, cool bosses, great shells and weapons. I would look forward to an MS3 in the future.
好玩
This game is frustrating that there is a limited number of items you need upgrade the "shells" so you basically have to spend all your points on one shell in each playthrough, so be careful which one you pick to invest in because you will be stuck with them the whole playthrough. I guess it gives the game replayability, but it would be fun to just be able to switch between them and use the different abilities for different bosses. Bad game design if you ask me. Otherwise the game is well made. Some bosses seem very unfair, but they will probably patch it to make them fair, like all these type of games do. The exploration feels like Dark Souls, I dont know why every games has to try to be dark souls, come up with something original... I feel like the combat is also not that interesting, you mostly just spam light attack then use your special ability, rinse and repeat... Honestly not even sure why I am recommending this... guess it doesn't suck.
bruh why this game so good?
总结:一款中等偏下的类魂游戏 试玩版3小时体验后,入手虔诚版30多小时一周目的评价。 没玩过前作,游戏前十小时的体验极佳,躯壳新奇的设定,暗黑中世纪的画风,再加上各种武器和构筑,让我对这款游戏开始沉迷上头,但随着游玩时间的增加,游戏的弊端开始逐渐显现甚至于超过了游戏的趣味性。 首先地图堆怪严重,还不是一般的严重,经常能遇到一上来五六个能两三刀秒你的发狂小兵让你根本无法招架。 其次游戏怪物种类少,换皮怪太多,基本上游戏前十个小时能遇到的怪已经是这个游戏的百分之八九十的怪了,而且很多小boss就是换了个名字,招式一点不变,不免让人视觉疲劳。 然后就是地牢设计敷衍,前几个地牢还算有点意思后面越来越敷衍,让人没有探索和全成就的勇气。 再其次后期的boss设计不太合理,最后两个boss皮糙肉厚而且伤害高,刮半天一刀给你送回家,而且毫无互动可言。 最后就是饱受诟病的地图指引差篝火少了,篝火少这个我倒觉得不算是最大的缺点,还在能够忍受的范围内,但是地图确实指引少而且岔路多,经常走岔路走很久最后不记得哪里是正路。 总结这款类魂游戏是为数不多我玩了之后不想打全成就的也不想开二周目的游戏,只能说入手虔诚版的我是大怨种,希望制作组在后期更新能够改善这些问题,过一段时间也许有玩二周目的动力吧
gud game really fun. proxima crazy thick
Very fun game!
I cant recommend this game enough! I've been hooked on this game since it first came out. This game was scratching an itch I had since Elden Ring. The exploration of finding dungeons and the legacy dungeon feel of the big castle areas. AND the Sekiro feeling as well with the deflection mechanic!!! (I don't know how to properly review something that isnt just a sentence blehhh) IF YOU LIKE ELDEN RING OR SEKIRO PLAY THIS GAME!!! :DDD
Mortal Shell 2 is the biggest glow up I've ever experienced. I loved the first game despite its many flaws and MS2 is better in every single regard. The weight of the combat feels great, the world is interesting, the executions are visceral, the enemy designs are cool, there's a good amount of enemy variety, every piece of loot is worthwhile which makes exploration very rewarding, and the game mixes a lot of well fitting humour into its world. Navigating the world feels very confusing on the first playthrough but on my second playthrough I recognise all the areas and what path leads where, so there's a clear and discernable logic behind the seemingly maze-like pathways. Some bosses felt unfair at first, but taking my time learning their moves and testing out different methods of combating them revealed them as actually surprisingly fair in the end. You can also always switch around your build whenever you want to try out something different if your current build has difficulties. My main 2 complaints about the game are these: There is no way to farm Glimpses in the game. Glimpses are used to upgrade Shells to unlock their higher tier abilities. If you switch between Shells early on and upgrade them then you'll potentially lack Glimpses at the end to upgrade your favourite Shell to its maximum and miss out on its best abilities until NG+. You will need to upgrade Shells sparingly until you find one you like best and then focus on it. If you explore well you can upgrade 2, maybe 3 Shells to their highest tier in one playthrough. Secondly, the boss runbacks. I don't actually have anything against length boss runbacks but in this game they often just don't make any sense to exist. You get a Beacon (checkpoint) 100m away from a boss but there's either nothing or just a single enemy inbetween that Beacon and the boss. There's no reason not to move the Beacon to right in front of the boss in that case. I hope the team will add something like Elden Ring's "Stake of Marika" to allow you to just respawn right in front of the boss room if you want to when you die. The runbacks feel very unnecessary 90% of the time. My first playthrough clocked in at 47.5 hours and I discovered almost everything there is to discover while exploring thoroughly. Around 5 of those hours were spent farming experience to upgrade various Tarstones because I wanted to experiment with different builds, so 40 hours is more appropriate for a thorough blind first playthrough. Since the world is very open from the start, you can easily grab late game weapons and gear within the first hour on subsequent playthroughs when you know what you're doing, greatly helping with build variety for new save files. It's also possible to just rush to the main objectives and probably beat the game in 15 hours or less when you know what you're doing, so there's something for every type of player.