12/3/2023 0 Comments Mortal shell plot![]() ![]() The only real issue comes after defeating the boss of an area instead of being transported back to the entrance of a dungeon, players must run back through the whole thing with new enemies placed. These areas also offer a much-needed change of scenery. By contrast, the spokes themselves are a lot more linear, though still providing some opportunities to go off the beaten path. And despite its size, the process of mentally mapping the hub is incredibly satisfying. Initially daunting, the small size of the game means that the hub is quickly mastered while also allowing for every nook explored to offer something of value. The hub world is a swampy marsh, filled with twisting paths and winding tunnels. The world of Mortal Shell is set up as a hub and spokes, with each spoke being a unique area that function as the game’s dungeons. Mortal Shell has a lot to offer in the creepy environment department. But as a means of setting the mood, it’s effective. The game can lean too heavily in this direction, offering few firm details to grasp on to. NPCs offer cryptic and unclear dialogue, stone slabs impart small snippets of information on the current area, and loading screens give brief item descriptions. The game’s purgatory metaphor is fairly on the nose, but the way Mortal Shell divvies out information is where its Souls influence is at its strongest. Guided by nothing more than vague visions and the murmuring of a trapped giant known as the Old Prisoner, the player must find Glands wielded by powerful foes, release the giant, and hope this is enough ascend to the world above. The story in Mortal Shell is thin, but begins with players waking up in the misty, desolate world of Fallgrim as a faceless, alien-looking humanoid thing. But with Mortal Shell, developer Cold Symmetry may have put together a game that, while not matching scale or variety of a Souls game, can match its spirit. Ignoring that it’s the blending combat, exploration, mystery, and player agency that make the Souls series work, these games too often try to double-down on combat without the structural support of the rest of the game to hold it up. Many of these titles fail to capture the essence of what makes FromSoftware’s flagship franchise the memorable and engaging experiences that they are, instead choosing to focus on individual elements. Not a month goes by were there isn’t a game released with a pitch of “like Dark Souls, but…”. You’ll need to run back to your shell to regain full health, essentially making this your “second chance.” Of course, if you die, you’ll return to your last savepoint/bonfire (an NPC called Sester Genessa).The Souls formula is alive and well if the number of recent imitators is anything to go by. There’s even a related feature where the first time you die causes your character to get knocked out of its shell and enemies are petrified for a few seconds. Rolled away from a mob and fell off a ledge? Become a statue, nullify fall damage, and smash any hapless creature down below. ![]() ![]() Went for a combo and realized that the enemy could counter? Harden in the middle of your attack animation so your mistake isn’t punished severely. Struck the enemy twice, dodged, and now you’re low on stamina? Go turn to stone before you get stabbed. You could mix it up as part of your offensive or defensive strategies. Instead, your shell turns to stone, making you impervious to the next damaging attack that hits you (which breaks the effect) - think of it as “flashy blocking.” The differences are that Hardening has a short cooldown, it costs no stamina at all, and you can hold down the button for it indefinitely until you actually get hit. Hardening in Mortal Shell doesn’t mean you’re going to grow a majestic beard and play for the Houston Rockets.
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