
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
千万别买,简直就是诈骗,把demo玩家骗进来杀,正式版敌人伤害高了一倍不止,资源少了一大半,升级慢各种被秒,血瓶的意义何在,堆怪严重,3个起步同时打你,又没有像样的群攻,千篇一律的地牢和信标,爆炸桶各种秒杀,满地夹子,是他妈正常设计吗,评价为狗屎,跟堕落之主一桌
If you liked ms1, you will like ms2. Much more flushed out, much more world to explore. Very satisfied so far.
Первая часть была плоха, ну вторая зашла куда лучше, атмосфера на уровне ХОРОШО сделали гамзу!лойс!!!
fun
game difficulty is way overtuned. needs a little balancing. the beta was too easy, the release is far too difficult. there are problems with the mobs rubberbanding to you after you dodge. a difficult game is fine, but one that is unfair, like that, isn't. They need to work on this and perhaps tune the dmg/health down a little. But frankly its not really enjoyable anymore.
Might as well remove the player's health bar and require every enemy to be killed hitless since they all basically one shot you anyway. Aesthetics of this game are S+ but the gameplay and some of the game design choices make me feel like the team behind this has CTE. Also doesn't help that it takes my character half a business day to swing my weapon. Please learn the difference between difficult and tedious before making soulslikes.
Mortal Shell II — это тот редкий случай, когда разработчики провели идеальную работу над ошибками. Первая часть казалась скорее красивой технологической демкой: в ней было катастрофически мало контента, а локации душили своей однообразностью. Сиквел же ощущается как полноценная, дорогая игра. Главное достижение — это мир. Разработчики отказались от скучных болот и сделали крутой полуоткрытый мир, который дико интересно исследовать. Здесь куча секретных подземелий, и игра постоянно вознаграждает за любопытство. Боевая система сохранила свою главную фишку — окаменение (Hardening), но стала намного отзывчивее. Появилось полноценное дальнобойное оружие, а новые оболочки (классы) наконец-то кардинально меняют стиль игры, а не просто слегка двигают полоски здоровья и выносливости. Графика на Unreal Engine 5 выглядит потрясающе, особенно свет и мрачная готическая атмосфера. Итог: это отличный, густой soulslike, который заслуживает внимания каждого фаната жанра. Он стал масштабнее, быстрее и взрослее первой части.
缺乏公平的难度设计: 经常在玩家没有失误的情况下给予惩罚。不讲理的机制打破了类魂游戏“通过死亡积累经验并获得正反馈”的平衡性。 糟糕的关卡与堆怪逻辑: 地图极其昏暗且缺乏视觉地标。狭窄的地形里堆叠了大量机制不合理且击杀回报极低的怪物,同时地上充斥着无意义的陷阱,在尽头也没有更好的道具反馈。 零碎的探索体验: 在极易迷路且同质化严重的地图中,击杀的怪物尸体都会消失。无法通过残留的痕迹来判断是否探索过该区域,极大增加了跑图的烦躁感。 相比1代有进步, 但是核心完全没掌握“箱庭引导”与“风险/收益平衡”内核。如果追求优秀战斗交互和地图箱体设计的类魂玩家,建议谨慎入手
Сосалик с добиваниями, огнестрелом, расчлененкой и без полоски стамины. Что ещё надо для счастья? Да ещё красивой графикой и мрачной, отвратительной (с положительной стороны) атмосферой!
wanted to like this game. I have thousands of hours in from games and really got sucked into lords of the fallen, the best souls like not from from. My experience may not be yours, but, i like soulslike because of the open and fun to explore world. the combat isn't my main draw, but from lets you cheat mechanics as much as their npcs do and you can grind levels and then enjoy a slower paced exploration with easier enemies. this game is just not enjoyable. its lik,e they thought the difficulty is what made souls games so succesful and they dont understand that the artificial difficulty in froms games is only addictive because you gain power and then beat that hard are or boss and feel like you really had a good fight. when in reality you either learned the move timing and/or ground souls out till the fight was easier. mortal shell 2 is just a 1 shot simulator. after the beta area i have not survived more than 1 hit on any enemy but the useless "grunts", which will 2 shot me lol. why even give me a ♥♥♥♥♥♥ estus flask if i get killed in one hit? why make me respawn at a beacon 20 minutes from the instanced dungeon that i died in? this game has a beautiful world they do do not encourage you to explore, and exploration is a huge draw fin soulslikes. just llook, at the loretubers popularity. mortal shell has me avoid new dungeons because i know i will get 1 shot by a hiding enemy and then have to fight back to the dungeon to try again. why not let me spawn at the entrance to this instanced dungeon on death, like elden ring? the combat is fun when you get into the flow but i find myself running more than fighting because i know i have a long walk back if i die, and i die in 1 missed parry.