![]() Rather, it dissolves into mist and reappears. For example, the rogue-type shell doesn’t dodge roll. The key to the game is still dodging, and parrying, and boosting through damage with Harden, but the Shells add this other layer. There’s also four core weapons and some more peripheral customisation as the game goes on, but that’s your core. You upgrade Shells’ individual skills rather than upgrading your base character. Each of the four Shells has a unique set of properties and skills. Shells are the corpses of previous inhabitants of the world that you can inhabit (basically different classes). Instead, you acquire four Shells in the starting area. Because of this, you’ll always have the sense you’re missing out on a slightly better weapon or armour set.Ĭonversely, Mortal Shell does not have character levels. The first two Dark Souls games are so gear and level focused that it’s possible to completely break a weapon if you use an upgrade that isn’t compatible with your stats. The game’s challenge is in bringing to bear this character you’ve built to defeat enemies. Gear augments defences, your movement speed and stamina required to swing your weapons. You’ll spend the majority of your time spending experience points from defeated enemies to level up your character. Gear and stats then dictate the damage sliders on these animations. Dark Souls is a game about timing animations to hit enemies and avoid damage. Mortal Shell is built on the same 3D action game framework as FromSoftware. Get an upgrade to make killing things easier. Your goal is to fight through areas to reach the next check-point where you can spend the experience you’ve gained. You return to the last check-point you visited, the enemies in the world respawn. Harden begins the game’s foray into new territory, so despite any superficial and tonal similarity to Dark Souls, Mortal Shell treads new ground where so many others fail.īut the structure is Dark Souls adjacent: you’re playing a third-person action game where you have a limited quantity of healing, and when you die, your experience is dropped at the location of your death. Harden allows you to freeze your character during any animation and makes them invulnerable to damage until you release the Harden button or are hit by an enemy. You learn the mechanics of the game which are superficially similar to Dark Souls, except for Harden. You’re this white skinned, no-faced wax person. You wake up in a strange land without explanation. The descent into ‘well this one isn’t as good as Dark Souls’ is inevitable, but Mortal Shell invites this comparison, demands it, in fact. Writing anything about a game with corpse runs and mysterious NPC’s who cackle at the end of their dialogue is a tricky area.
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