" For that in sleep of death, what dreams may comes
when we have shuffled off this mortal coil
must give us pause" - William Shakespeare
When the trailer for Mortal Shell 2 dropped, I was reminded how much I love the world Cold Symmetry had created and it made me want to dive back into the original. When I finally played it on PS4, the first couple of hours was some of the most frustrating, non intuitive gaming I had ever experienced. I kept dying to regular enemies, the parry felt weird and because Mortal Shell is very open ended in where you can go, I found myself in the 'hardest' area first with no way to return to the opening hub so I could start over. In a strange way, it reminded me of my first couple hours with Dark Souls 3, my first real Souls game. It is funny then that much like Dark Souls 3 has now become one of my favorite Souls game once I finally understood Mortal Shell and it started clicking, it has become now become my favorite Souls-like of all time. Now after I have 100% both the main game and its incredibly well made DLC 'The Virtuous Cycle' I happily present my RAVE of Mortal Shell.
Empty Vessels
The story of Mortal Shell revolves around the Foundling. A mysterious entity that possess unique abilities that allows them to turn into stone aka harden and to possess the empty bodies of long dead warriors. When the Foundling possess them, they take on the attributes of the warrior they have commandeered. For example, when they possess the speedy thief/ assassin Tiel, they become a master of poisons and hit and run tactics. When they possess Eredim, they become a tank powered by a their righteousness beliefs. Along the way, the Foundling also finds a couple important figures, Hadern, the ruthless taskmaster who challenges them at certain points to teach them their true powers, Sester Genessa, the lore-smith who tells them about the world and the shells they inhabit and the Old Prisoner; a mysterious being who gives the Foundling purpose. There is more to the story of course with the plot twists and labyrinthine connections between the shells and each of the important characters in this dark world but this review is not about the lore, those can be found on YouTube. Instead this is my personal take on why Mortal Shell is worthy of your time especially if you enjoy the Souls/ Action RPG games.
One of the most impressive things about Mortal Shell is how it was developed by a relatively small indie team and despite some jank (which we will address later) it is still a very concise, well crafted entry into a fast growing (some might say, over-saturated) Souls-like genre. The developers Cold Symmetry (CS) wear there inspirations on their sleeves and it pays homage in many ways to the games that has inspired them but not without their own takes to make it unique it is own way. Also impressive is how just how good it looks. For their debut title, CS has shown they know how to use the Unreal engine to make a game filled with impressive environments and impactful action. One area in particular, the Seat of Infinity is a sight to behold, with dramatic lighting, impossible architecture and obsidian landscapes as far as the eye can see. When it comes to visuals, CS are definitely punching above their weight class. The shells and NPCs are well detailed as well, each having their own distinct flair. Each of the three main areas also have some distinctive enemies and a main boss, catered to the area. Equally impressive is when Mortal Shell came to the next generation consoles, like the PS5 and the Xbox Series, they even upped the visual fidelity even more. Mortal Shell maybe be made by a almost indie studio but they delivered a double almost triple A visuals, something that needs to be applauded. The audio is top notch too with crunchy sound effects, well done voice acting for all the major characters and a great soundtrack. The bosses even have special soundtracks done by heavy metal band, Rotting Christ which you can turn on and off at will and I say turn it on because it really adds to the epic nature of the battles. I am happy to say, it seems they kept the metal soundtrack for the sequel as well judging by usage of Behemoth in the trailer. I have played it on my base PS4 but this review is based on my time using my Steam Deck and it looks great most of the time. The frame rate can get choppy at times in certain areas and you definitely need to play with the settings especially when the fog comes in because at one point until I made some graphical adjustments I could not see anything.
Mortal Shell is a great game but it does have some flaws. The main area which links the three mission areas, Fallgrim is very same-y and lacks any visual oomph. It is very easy to get lost especially when you first start the game because most of Fallgrim has the same look, the color palate is bland and it gets less appealing when the area gets completely covered in fog. In all honesty, I can see a lot of people drop the game if the only areas they experience are the opening areas and the game is very challenging especially when you are unfamiliar with how it plays. But stick with it and you will find a diamond in the rough.
Shell Game
Mortal Shell plays like your typical Souls-like at first. It is third person, you have a stamina bar, you can dodge and roll and even minor enemies are tough to overcome. When you die and trust me you will die, you will respawn at your last save point and you'll need to regain your corpse and gain back all the currency you had with it (called 'tar' in this game). However Mortal Shell does play with the genre too and adds some distinct changes to make it its own thing. First off, you do not level up the way you do in most Souls games, instead you choose a shell to level up. Treating each shell like its own class, you unlock skills in your shell of choice. These skills are built around your shell too, Solomon for example, most of his skills focus on 'resolve' a special meter you need to parry and use weapon skills, Harros on the other hand leans more into the game's harden mechanic. You are also not locked into one shell and you can change between them at anytime once you find all of them. In a way, Mortal Shell leans hard into a Dungeons and Dragons approach to classes, you choose the class that suits your playstyle the most.
Combat is also diversified by how flexible it is. Mortal Shell has your typical light and strong melee attacks and running attacks but it also allows you to chain any of these skills into each other like a fighting game. One of the best attacks in the game is light, light, heavy but you can also do light, heavy, heavy or even light, heavy, jumping attack. These combos can also be cancelled at anytime thanks to Mortal Shell's most unique mechanic, hardening. No shell in this game has a shield, instead, you are taught very early on the best way to combat enemy aggression is to get hard... literally. Your shell turns into stone and enemy attacks just bounce off you. This unique mechanic is first thought of as purely a defensive maneuver but with time and experimenting, you can use offensively as well and this is where instead of slowing your attacks down and backing off you use your harden to stay up close and personal. Combine this with a very robust parry system that is not locked to a shield or class, Mortal Shell more like Sekiro and Bloodborne where aggression is key and you turn your enemies offense against them. I called the parry system robust because when you first learn to parry, its main purpose is to restore health but over time and as you unlock more upgrades, you can made your enemy explode in a ball of fire (and take out their allies), freeze time and even unleash the full power of the Foundling in a flurry of attacks. The parry timing itself is not strict and a lot of people who first play the game do not get it. Mortal Shell's parry is more about timing it just before the enemy attacks and as a gamer who loves him a good parry, it is very satisfying when you pull it off visually and audibly thanks to the game's great sound design. This gameplay loop is one of the reasons I come back to MS, its combat is actually very intuitive and rewarding once you master it.
Another way Mortal Shell is not like the others is in how you use consumables. Mortal Shell's consumables have a familiarity levels and the more you use them the more familiar you become the better the benefits are. This actually encourages you to use consumables and to use them often to really reap the benefits. Again, Cold Symmetry has taken a system that taken for granted and adds its own unique spin on it which I appreciate. Mortal Shell is one of the few games where I actually use 90% of the items I collect where-in most Souls games I just ignore them. These unique twists on a well worn genre is one of the reasons why Mortal Shell is not just a Dark Souls clone but its own unique take on the familiar gameplay of "attack, roll, await for the stamina to refill, attack again" loop.
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| Beautiful... yet so Sparse |
Cracks in the Surface
However not all aspects of Mortal Shell scream quality and there is definitely some flaws. One of the flaws is its length, the game only has 3 main areas as well as the hub area and even with the runback necessary after beating each main boss; the game isn't that long. The DLC does not add any additional areas either if anything, they simply remixes them (certain enemies show up earlier or in different locations then in the main game). This probably comes down to what was do-able with such a small team but a even bigger issue is that some areas feel empty. Even through I sang it praises earlier in this review, certain parts of the Seat of the Infinity is purely there just to be there and there is some empty spaces filled with no enemies or anything of importance. In a way, it kind of reminds me of the later parts of the original Dark Souls; which was also lacking in polish compared to the earlier areas (Undead Burg vs Lost Izalith). The enemy variety also takes a hit with certain areas sharing the same enemy type but with different outfit and the mini-bosses being either reskinned Grishas or regular enemies with boss health bars. During the fog events which happens during the mandatory runback after beating major bosses, all enemies are also replaced with one of the most annoying enemies and Grishas which isn't that thrilling. Speaking of the fog runback, it does artificially extend the length of the game and is kind of tedious (especially on the second or third time it happens) it is at least not egregious like it was in Ghost Song, where it was just too long.
A couple of minor flaws is the DLC weapon, the axetana (a transforming axe/ katana) has a very flawed weapon skill for the katana which cause you to get stuck in terrain and you have to use the skill again to get loose or quit out and originally the axe weapon skill would get you stuck on top of enemies and other jank so you could tell it was not fully tested (that and the fact the katana's running attack is kind of OP). Also for some strange reason, your character does not have invincible frames when you exit the traversal tunnels (which this game has plenty of) which is a massive oversight and was never patched out surprisingly. Enemies can also get a bit glitched when they are killed by the range weapon the aptly named 'Ballistazooka' and just bad collision with enemies and the arenas. Nothing horrible but it is definitely noticeable and has never been fixed despite update patches. What however can not be excused is the final boss. This final boss is a spectacle and its arena is impressive but the battle itself is a battle of patience and frustration. They have way too much health and even with a maxed out weapon takes forever to die (especially compared to every other boss) and said boss even has a mechanic where it can heal themselves to prolong the fight even more. This boss is so frustrating to fight against I try to avoid the battle for as long as humanly possible and during my no-shell run, where one hit can kill I became so very frustrated fighting them. This boss is so badly designed and the fact you need to fight him no matter what (at least in the main game) almost dropped this game's final ranking from the highest rank RAVE to the second highest rating which is Rave (not all Caps). Yes, they are that annoying to fight. However, this final battle and even some other flaws are rectified in this game's well thought-out DLC 'The Virtuous Cycle'.
Ouroboros
The Virtuous Cycle is Mortal Shell's only DLC but if you enjoyed Mortal Shell, it is an essential purchase. Taking the best parts of the game; it re-imagines it as a rogue-lite ala Hades and becomes a endlessly re-playable mode with some new elements. Death is now permanent and their is no respawning and like all good rogue-lites, it has meta progression and it encourages you to keep going. It also adds Hadern, the foreboding weapon master as a playable character with a variable skill kit where he can draw from any other shells abilities and mix and match them and is easily the most strongest shell when mastered. Also added is the aforementioned axetana which is 2 weapons in one ala Bloodborne's trick weapons and a brand new NPC, the twin sister of the Foundling who provides more lore and a little bit of snark as well: "do you think you can just... git gud?" is one of my favorite lines from her. Hadern and axetana are also available in the main game too now as well which is nice.
This mode also does away with the regular healing items and instead has power up pillars which gives you a variety of skills to choose from and allows you to make your own class/ build as well as heal you too. You can also heal via picking up consumables and you can still use your parry to siphon back health too. Each run is randomized as well so each run should be unique in their own special way. Unexpected enemies show up in unexpected places and another cool addition is that the alternate colors/ shades can be earned through completing in-game tasks now and they all have some pro and cons for using them (unlike in the main game where its just simply for aesthetics). There is also a on-going progression unlocks which you can upgrade over time to make runs easier. Again, this mode draws heavily from Hades but again like how it showed homage to Dark Souls in the main game with its own spin, they do the same in this mode as well. Nothing beats the feeling of a later Virtuous Cycle run where your roll not only freezes enemies in their place but you can also roll twice as far combined with near infinite stamina. Like all good rogue-lites when your character gets strong, nothing can stop them.
Mortal Shell is already a shorter game so turning it into a rogue-lite is something that was do-able without changing too much of its core DNA. If anything, it is streamlined even more and two of the main annoyance in the main game, the backtracking after killing a major boss and the final boss are both removed and in place of the final boss, we have a much more challenging but much better battle which I will not spoil (despite the game being 5 yrs old now). The irony is this game mode is Elden Ring Nightreign before Nightreign was even a thing. A souls rogue-lite? Yeah, we already did that Cold Symmetry said. All in all, the Virtuous Cycle adds even more re-playability to a game that was already fun to play.
Immortal Souls
I was inspired to play Mortal Shell again and write this review because the Mortal Shell 2 trailer really got me excited and reminded me how much I enjoyed playing it the first time. As I played it again I was quickly reminded how much I enjoyed it and it actually inspired me to 100% it this time so with no qualms I locked in and got to it. Some of the achievements like the no shell run were some real challenges but here is the thing. I love most of the experience (with the exception of fighting the final boss... they can go to Hell) and I only really want to 100% a game if it really taps into something in me. The grim setting, each shell's backstory, the Virtuous Cycle's lore and so much more really appealed to me. The combat loop, harden mechanic and parry focus kept me playing and despite some minor flaws, this is my favorite Souls-like. It is the closest to Dark Souls experience you can get without actually playing a Souls game but at the same time, it has its own flair and flavor that you feel like you are not playing a carbon copy. Mortal Shell is its own beast and its savage. I wish more people would give it an honest try because I think once it clicks, you'll enjoy it as much as I have. Also if they did this much with their debut, I am excited to see what Cold Symmetry can cook up with a hopefully a bigger budget and scope. I feel the trailer shows a team ready to shock us all over again. Whilst we wait for that, the original deserves it flowers and definitely the highest rating I can give a game.
AV
















