
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
10/10 Best game I played since Elden Ring. Its all on point, the combat, the atmosphere the exploration and progress rewards, its PERFECT.
fun
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
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.
在玩公測版時覺得還不錯,尤其最後的Boss是爆走G胖,令我會心一笑。 然後我就預購了虔誠版搶先玩,繼承公測版進度後,直接跳過序章再打過。 正式版在難易度上有略為調整,至於優化則是好更多。 4k全高畫質與開光追+dlss平衡鎖120幀,gpu使用率約80~90%。 當然,負評也直得參考,許多Bug和缺點也有被玩家提到,本人也遇過幾個,但我覺得未來應該會修正和優化才是。畢竟首發本來就會有比較多的問題。通常最佳買點會是在第一次折扣的時候,因為那時大部份的問題都已經修復好了。 剩下的我就不多說了,想了解更多的朋友,直接下載公測版玩就知道電波有沒有對到了。 至於預購獎勵和虔誠版的外觀我是覺得還好,買標準版其實就夠了。
Clearly better than Genshin Impact
Apesar de alguns bug ainda no jogo ele ta muito bom sem contar que fizeram localização do preço fiz minha primeira jornada nas 48hs terminei o jogo com 86% agora atras dos 100%.
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.
баг на баге
Na hře je určitě vidět omezený rozpočet a hrám od From software se ve většině ohledech nemůže rovnat, ale v čem je hra excelentní, tak je soubojový systém. To se jim fakt povedlo a celkově hra má dobré tempo. Celkově to je 8z10 hra (beru v potaz cenu 50euro). Největší mínus je za mě rozmístění checkpointů a občas fádní lokace.