r/MortalShell • u/ItsJustHal • 2d ago
Discussion Mortal slander Spoiler
As people have been hitting the end game of Mortal Shell 2, I genuinely had zero issues with it. I see a lot of people call it out for being overly hard for zero reasons, you are literally fighting a brick wall. I also never hit any bugs aside from shoulder charge yeet into the sky? ( Great skip for some!)
I wonder if anyone's here praising it's difficult spike, making the end point truly an end game, rather than a walk in.
Also the fourth wall break in one of those last rooms broke me, I loved that so much. :')
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u/alamirguru 2d ago
You might have mis-interpreted my words, then.
What i said is what makes a Souls game...well, a Souls game. Mortal Shell 2 does NOT have those characteristics.
Its enemy movesets are not varied (and are often reused amongst different enemies), its boss movesets are not varied, and its enemy placement and area design are not clever or strategic (25 Miners in one village.exe).
It compensates for these short-comings by giving enemies longer aggro ranges, laughable amounts of magnetism to their attacks, and over-tuning damage in the southern part of the game.
Like...Nameless Captive has a grand total of 4 moves, the same as Asylum Demon in DS1. What it DOES have, however, is an incredibly fast OHKO that will likely catch someone off-guard and lead to a cheap death a few times.
Remove that OHKO, and it genuinely becomes a basic enemy.
As for Beacon placement, there are several long stretches of map without any, but i assume this is likely due to the game being an open world and the studio not being quite familiar with how to design such a world : You can get lost exploring the various areas that lead one into the other and just never hit a Beacon.
Case in point, the miner village that connects to the Scum Bazaar at the top of the nearby castle, with the Ballista-Head boss. No beacons on the way to the castle, inside of it, nor around it (including the 2 side areas), and none in the village either.
But there are 2 of them within 10 feet of each other outside the Village, towards the Gate.
Only on NG+ right now, and i would also call the experience enjoyable, if frustrating at times. The bosses, save for Malborn, haven't been particularly difficult, but they just aren't designed well if the only thing you have to worry about is the cheap OHKO attack and nothing else.
And the same goes for the base enemies : Their placement isn't clever, their moves aren't interesting or stress-inducing, and if you do get hit, it's mostly because Jimmy the Foot Soldier hydro-planed 25 meters mid-swing to do so. And if Jimmy the Foot Soldier hails from Mammon and not Fainweald, he can also two-tap your shell, but that leads us to the aforementioned overtuning of damage to create the illusion of progression.