![]() ![]() In a game with a particularly steep learning curve in the early stages, putting together the need for understanding the mechanics and a setting that invisibly guides, with its level design, the player should be mandatory. Right from the start, Mortal Shell offers multiple paths in the initial forest but at the same time this setting gives a reduced perception of the areas to which it is possible to access. For both design and technical reasons, this overly open setting does a poor job of directing players to a minimum of progression. The Enclosures are in fact located in the first area, a classic forest that we would probably have seen in a Dark Souls in the advanced stages of the game but here promoted to an introductory area. However, there are skills such as the one that allows you to increase your life points by 15% but these are sporadic cases and therefore, at the level of difficulty, you play with uncovered cards from the early stages of the adventure. Visual style is one of Mortal Shell's strong points. To simplify things, the Enclosures will never evolve dramatically, remaining identical to themselves from the beginning and until the end of the game. ![]() There is never a particular boss that needs to be outdone thanks to stat growth that is able to make a difference. The mechanics of the Enclosures certainly represent a good and interesting alternative to the normal management of the character's statistics, even if we must admit that not everyone has equally useful skills in combat and that this approach tends to crystallize a bit the balance of power with the enemies from the early stages of the game. Hammer and Chisel, in fact, are the only exception for those who prefer DEX builds in action RPGs. In the selection of weapons, which pales when compared to that of the Dark Souls, an imbalance in favor of the slower ones is evident, in line with the fighting philosophy of the game. In addition to being selectable in the Forest Hub, weapons can also be recalled with inventory items and upgraded in anvils sporadically found in settings. In the course of the game they are also available altogether five weapons: two very similar zweihänder (the heavier Martyr's Blade and another, the consecrated Sword, lighter), Hammer and Chisel in dual-wielding and a spear, to which is also added the Balestrazooka for ranged attacks. Harros, on the other hand, the first casing you get, is more suited to the early stages of the game with many skills more focused on petrification. For example, our favorite Enclosure, Eredrim "The Venerable", can count on more life points than the others and has an ability that allows you to get an attack boost every time you kill an enemy. These are flanked by the bars of Determination charged by facing enemies and consumed for some particular actions, such as special attacks or parries, or for other simpler ones such as kicks.įrom the point of view of skills, the Casings have some identical, while the others, more numerous, are exclusive. These fallen warriors represent the archetypes of classic action RPG builds, differing from each other in abilities and combat parameters such as energy points and stamina. In the course of the adventure, the protagonist will be able to take possession of some Wraps (four are officially available), provided, however, that you have first found them around the settings. ![]() The first big difference with the reference titles is that in Mortal Shell there are no statistics, much less classes. The dungeons, however small, are stylistically very accurate. Here the comparison with the From Software titles does not become simply legitimate, but necessary to tell what is and how the title developed by Cold Symmetry and published by Playstack works. Mortal shell, however, from the first loading screen, not only does it not hide, but rather flaunts its link with the games it inspires, namely the Soulsborne. It is never exciting to describe a game by comparing it to another. ![]()
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