Review

Mortal Shell Review

  • First Released Aug 18, 2020
    released
  • PC
  • PS5

Developer Cold Symmetry's budget action-RPG is a love letter to From Software's work, but Mortal Shell's take on similar ideas feels aimed at those who struggle to get through Soulsborne games.

Editor's note: In March 2021, developer Cold Symmetry released an upgraded version of Mortal Shell for PlayStation 5 and Xbox Series X|S with improved visuals and technical performance. Here are our impressions on how the improvements impact Mortal Shell's gameplay on PS5, written by Mike Epstein. Please continue after the break for our original review of Mortal Shell by Phil Hornshaw, first published in August 2020.

The conventionally drawn but mechanically innovative Souls-like Mortal Shell looks and plays better than ever on PS5, though some of its improvements are not quite as significant as other PS4-to-PS5 ports I've encountered so far. On PS5, Mortal Shell runs smoothly at 4K resolution and 60 frames per second. Comparing the new port to the PS4 version running on the PS5, you can immediately and easily see there are more detailed characters and environments, plus better lighting that allows for more vibrant colors in its grim world. In animation-priority-focused action games like Mortal Shell, a higher frame rate makes the whole game feel faster and more responsive, which makes the game's tactical combat all the more satisfying.

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However, Mortal Shell's load times haven't been reduced as much as one would hope or expect, given how substantial the improvements have been elsewhere. The PS5 version needs an average of 15.44 seconds to load your game after you die, versus 19.53 seconds for the PS4 version running on PS5. While that's a noticeable improvement, it isn't as impressive as the virtually nonexistent loads we've seen from other PS4 games optimized for PS5.

Lastly, the PlayStation 5 gets a little extra sprucing up in the form of more DualSense-enhanced haptic feedback. Many early story moments in the opening hours of the game now feature some kind of tactile feedback, adding a little more texture to the experience. At least in one case, Mortal Shell uses the DualSense's ability to deliver a very textured haptic response: when crawling through a long tunnel early on, you can feel the dirt tumbling loose as unseen creatures shake the ground around you. More often, though, it's just a conventional rumble, like feeling your heart beat as you approach a new shell.

All in all, Mortal Shell makes big strides on PS5. Though it doesn't make the generational leap quite as gracefully as other PS4 and Xbox One ports, it's certainly the better way to play. - Mike Epstein, March 5, 2021. The original review, first published in August 2020, continues below.


It's hard to separate talking about Mortal Shell from discussing the Souls games--Dark Souls, Bloodborne, and Sekiro: Shadows Die Twice--because developer Cold Symmetry has obviously created a love letter to From Software's work. But Mortal Shell isn't a simple retread. It adds ideas and mechanics that shift your way of thinking about its duelist-style combat. Mortal Shell is a small-scale Souls-like game, demanding less of an investment of time and frustration. It feels tuned for more casual players--people who have been interested in this brand of experience, but who maybe struggled in the twitch reactions department--while still striking all the same essential nerves.

You play a faceless, voiceless being dubbed "The Foundling," more akin to a spirit than a person, who leaves what seems to be a sort of astral plane in order to venture into a decaying, poisonous world known as Fallgrim. There, you meet various characters who give typically spooky, cryptic speeches about the gradual degradation of the world and the religious zealots who populate it. Practically, just about anyone you come across wants to murder you, and in your white spirit-ish form, you're little match for them--one hit will destroy you.

To survive, you need a better body, which is where the name Mortal Shell comes from. You're able to inhabit the corpses, or shells, of some tough warriors you find along the way, which make you a little less prone to instant death. The four shells in the game each play a little differently from one another, providing a set of different character builds you can swap between as you play. Each also has unique special perks you can unlock in a typically Souls-like way by spending currencies you earn from killing enemies--currencies you can permanently lose if you're killed and don't retrieve them from your own dead body. The four shells keep Mortal Shell approachable, as you only need to learn how to handle each one (or just your favorite), rather than worry about developing the stats of an RPG-style character build.

Combat in Mortal Shell owes its underlying basics to Dark Souls and Bloodborne, functioning in almost the exact same way. You have a faster light attack and a slower heavy attack, as well as a backstep that you can convert into a roll to dodge your enemies. How much you can swing your sword and how many times you can dodge are dictated by a stamina gauge, which quickly refills when you're not swinging away or rolling like mad.

There's also a parry and riposte that's almost exactly like Bloodborne's Visceral attack, but with a different essential function. If you can time a parry correctly, the riposte attack you get afterward restores health, making it the most reliable way to heal yourself in the game--otherwise, you're reliant on consumable items you find around the world. You can't activate the parry unless you build up a meter called Resolve, however, which you get by dealing damage. So while harden is a defensive ability that gives you options for waiting and letting your opponents come at you, the Resolve system pushes you to be more aggressive, landing hits and making parries so you can stay alive.

The thing that sets Mortal Shell apart from its inspirations is the "harden" ability, something intrinsic to your spiritual form that you bring to each of the shells you inhabit. When you harden, you briefly turn to stone, allowing you to tank a hit before the stone breaks. Blocking a hit with harden will also often stagger your opponent as their blow bounces off you, putting them slightly off-balance. Harden has a short cooldown, so you can't use it constantly--it's meant for strategic activations, particularly as you're facing a volley of blows or even when you're in the middle of your own attack animation. You can start a swing and harden midway through, ignoring your opponents' attacks so you can land your own.

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The harden ability provides a whole new set of essential strategies to Mortal Shell's combat. Hardening lets you turn yourself into a Trojan Horse, baiting your enemies to attack you so you can get in under their guard. Especially with tougher bosses, the key to victory is almost always to strategically harden yourself so you can score a hit when you'd otherwise be eviscerated. Used mid-fight, it can let you slam your way through enemies, keeping your own string of devastating blows going while knocking your prey off-balance and mitigating any punishment your aggression would earn you.

Harden makes Mortal Shell's combat calculating and deliberate, and along with a very forgiving dodge that leaves you nigh-on invincible, also lessens Mortal Shell's difficulty--without necessarily tipping you off that the game is somewhat less brutal than its inspirations. And that seems to be the alchemy Cold Symmetry is going for. Mortal Shell feels like a Dark Souls game, pushing you to build skills, study enemies, carefully dole out resources, and intelligently mix aggressive and defensive play. But it's also one where you can dodge through basically any enemy attack or ignore them altogether by hardening to score a free hit. These abilities still allow combat to feel intense most of the time in Mortal Shell, but the game also doesn't expect you to spend hours defeating a single boss.

The big drawback of Mortal Shell's combat system is that it's easy to become too reliant on hardening to slowly chip away at enemies and bosses, one slice at a time. One boss fight comes down to pretty much turning to stone, landing a hit, then dodging to avoid any reprisals, and repeating that process for five or 10 minutes until it's all over. This combination is actually a viable strategy in many of the fights in the game, and it can turn battles against some of your tougher opponents into lengthy, plodding slogs where you never feel like you're in any real danger.

And while you get a smattering of weapons and shells, there are definitely major incentives to sticking with just one of each for most of a run as you unlock upgrades and damage increases. I'd loved to have spent more time with the huge Martyr Blade or the fire-infused Smoldering Mace, but being comfortable with the first sword you come by makes it a lot more reliable for winning fights and avoiding the punishment of death.

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Mortal Shell's big focus outside of combat is on exploration, and it's part of every other system of the game. You spend most of your time exploring Fallgrim, and as you do, you'll soon happen across its three huge temples, which stand as Zelda-like dungeons and house three Sacred Glands you need to claim from the bosses within. Each temple is markedly different from the others and provides some gorgeous, inventive locales to fight through, including a deep, icy cave, a flaming crypt, and a twisted obsidian tower that would be right at home in a game like Control or Destiny 2. Each location feels specific to the challenges within, and exploring them is a treat as you're rewarded with lore and weapon upgrades for checking every corner.

You're not just exploring the physical space of Mortal Shell, but also what you find there. This manifests in the Familiarity system, which implores you to try the items you come across in the game and to deepen your understanding of them. You might find a strange mushroom, a hunk of rotten meat, or a batch of dubious moonshine, but you won't know how any will affect you until you stuff them in your face. Using an item once uncovers its properties, but continuing to use it builds Familiarity, making it more effective. You can even build Familiarity with inconsequential items--use a lute enough times and you'll get really good at playing it, even though it serves no purpose except to listen to a short bit of music and maybe entertain the occasional non-player character.

The Familiarity system pays off experimentation and encourages your curiosity, helping to ground you in Mortal Shell's world in some cool ways. Snacking on a mushroom got me poisoned and then immediately killed in one early fight, but after eating a few more (despite my better judgment), my Familiarity made poison mushrooms give me poison resistance. You find Effigy items that allow you to switch between shells while you're out in the world, but you take damage every time you summon one--unless you build Familiarity with the effigies, which cuts back on the penalty. You also can unlock additional lore tidbits on items the more you use them, to further play up the sense that you're learning about Mortal Shell's world as you wander through it.

You even can explore the shells you find, which is where the drip-feed of Mortal Shell's story mostly resides. As you unlock perks for the shells, you're treated to "glimpses" into their former lives and the people they were, which show connections to other characters you encounter and give you some information about what's going on in Fallgrim through your shells' experiences. In typical Souls fashion, however, you'll have to make the major leaps on your own, and after one run through the game, I'm not sure the story ever comes together into anything more coherent than a bunch of interesting lore tidbits from shells, item descriptions, and short snatches of dialogue.

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And it's in some of that exploration that Mortal Shell stumbles most. The swampy Fallgrim area that connects the dungeons all tends to look the same, with few clues as to where one section is in relationship to another, or how they link together. You only need to get to those three temples to advance the game, and yet I wandered around for a while trying to find the right path forward, often accidentally stumbling back over ground I'd already covered, or winding up back where I started.

There are also times when enemy placement can feel frustrating or cheap. Mortal Shell really likes to ambush you with combatants you can't see until they show up, so much so that it's easy to get overwhelmed at a few points, forcing you to run back through big, confusing areas that can feel like a drag. Mortal Shell is built to put you through a gauntlet every time clear a dungeon, forcing you to run back all the way to the starting point while facing a new onslaught of enemies, and save points are just distant enough that dying feels irritatingly prohibitive if you make a mistake or get caught in a corner. With Mortal Shell placing a premium on healing items, you can easily find yourself fresh out of roasted rats and medicinal mushrooms, leaving you pretty much dependent on a lucky break to make it to the next checkpoint.

Still, Mortal Shell succeeds more often than not at capturing the specific feelings intrinsic to Souls-like games. The twists it adds to From-inspired mechanics do well to help this sort of game become more approachable than most, while maintaining the same air of mystery and foreboding that makes the genre itself so intriguing. Mortal Shell makes for a strong introduction to Souls-likes, a demonstration for new players of what so many have found so interesting about From Software's games and those like them. But Mortal Shell is also a lovingly crafted, weird, and deceptively deep game in its own right that rewards you for wandering its twisted paths and challenging its deadliest foes.

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The Good

  • Strange, beautiful world with fascinating locales to explore
  • Combat adds new ideas to the Souls formula to create new strategic opportunities
  • Familiarity system encourages you to use your items rather than stockpiling them, and rewards curiosity
  • Different shells and weapons provide a fair amount of gameplay variation
  • Small scale and easier combat makes this a great entry into Souls-like games

The Bad

  • Some fights can be a clunky slog, forcing you to play too slowly and defensively
  • Enemies are sometimes placed in frustrating places to ambush you in unpreventable ways
  • It's very easy to get lost in vast but indistinct-looking areas

About the Author

Phil Hornshaw completed a run of Mortal Shell in about 13 hours and is inhabiting the bodies of the dead for a new game plus run, specifically so he can figure out what the deal is with this huge talking toad he found. Review code was provided by the publisher.
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sharpnickelz

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The only real challenge in the Souls games was getting down the boss attack patterns. You could down the first few enemies in the areas around a bonfire, and when you got close to death or at least not comfortable enough to continue to the next encounter, run back to the bonfire, reset the enemies, then repeat. Use the souls to level up to a point where you feel comfortable, then clear until you get to the next bonfire. Sure, you still die sometimes, but grinding experience, just like in other RPGs, is a viable way to reduce the difficulty of the game. People used to do this in JRPGs all the time. Go out into the world, kill a bunch of random encounters, head back to town, sell off items and use the inn, repeat until you can buy all the best gear, and are strong enough to trivialize the bosses. If you want a specific item, in many cases you just had to grind/farm for it.

So honestly, the Souls games really aren't all that challenging as people make them out to be, except for a handful of bosses that required precise movements/strategy to beat. Once you try fighting a boss and find that it is too hard, just grind until you are strong enough. Not much different than RPGs of the past.

Mortal Shell seems like it just makes the gameplay more forgiving eliminating the need for some of that grind. *shrug*

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BraceYourSelf1

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Its not a souls game if it isn't as challenging. That's the whole point. That's why its so special to enter a new area, you earned it.

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Iemander

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**** this EGS exclusive

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masscrack

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worst souls-like ive ever played, especially when you get out of the first area.

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SilentAssassin

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I see comments about The Surge.. now that is a game that can be compared to the Soul Series games. The Surge is a great ACTION/RPG. Mortal Shell is horrible.

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Robbie23

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@SilentAssassin: The surge 1 and 2 are highly under rated.

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Abdulrahman1981

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@robbie23: The Surge was a masterpiece, part 2 not that much, just downloaded Mortal Shell today, not liking it so far 😛

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SilentAssassin

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Mortal Shell is NOTHING like DARK SOULS!!!! I can't even believe the SOULS SERIES games get compared to this sucky game. Dark Souls games all have intricate level design and everything feels like a challenge. Mortal Shell has the most bland level designs I've ever seen. Hardly no hidden secrets and huge open wide sci fi worlds of nothingness. BORING

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theNewBlackfrog

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Festivus.

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Zombie8814

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It's really awesome seeing all these new console games running at 60FPS. It's about time this happened. If this continues, I'm going to get back into console gaming. As for the game in this review, it looks decent, but I really wish they would make a hack and slash game where you can chop off limbs and other body parts. We have destructible environments in certain games, now we need destructible body parts. Which is what the developers seem to be trying to do with that upcoming game "ILL". Although the old Sega game "Binary Domain" did it, and it was a lot of fun. Felt unique as well as more realistic.

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Cherub1000

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@Zombie8814: haha agreed! When I was a kid I used to love playing Severance on the pc!

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deactivated-64a3ced8b46b8

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@Zombie8814: The Surge has a main mechanic of hacking off limbs. Arms, legs and heads go flying.

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Zombie8814

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@thecupidstunts: Really? I didn't not know that. I'll have to check that game out. Going to go add it to my steam wishlist and grab it next time it's on sale. Thanks for the suggestion!

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santinegrete

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Edited By santinegrete

@Zombie8814: good one, the hacking limbs to get the equipment you really want is something I've been loving since I played two Dark Souls footages without getting that damn skull lantern.

Just be mindful of it's shortcomings and small scope and you'll be ok.

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deactivated-64a3ced8b46b8

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@Zombie8814: It's sweet. You get to pick what body part to hack off. If any enemy has arm or leg armor that you like, target and hack off that limb and there's a chance you'll get that piece of armor. Torso gear, hack them in half. If they have a helmet or face gear you want, hack their head off. A weapon you want, hack off the arm(s) that are holding it. It's pretty damned brilliant. You can grind for the gear since you can reset enemies like in Dark Souls.

There's also a sequel, but I would definitely start with the first. 😀

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Abdulrahman1981

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@thecupidstunts: The Surge is much better than its sequel in my opinion

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deactivated-64a3ced8b46b8

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@Abdulrahman1981: I can see a case being made for either one. I feel like the second had a ton more variety, but I liked the level layout of the first a lot more. They were both good. 🙂

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Zombie8814

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@thecupidstunts: Wow. I gotta admit, that game sounds really cool and orginal. I'm definitely going to play it in the near future. It's been awhile since I've played a good game. And yeah, I will start with the first.

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Baconstrip78

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Dark souls with the difficulty stripped away is not dark souls.

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Zombie8814

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@Baconstrip78: The problem with Dark Souls was the lack of checkpoints. Challenging is fun, but lack of checkpoints is just frustrating and lame. Time is too precious to waste doing the same thing over and over again. They should re-release all the Dark Souls games with with the ability to save scum. Those who don't like to save scum, don't have to. If they want to, they can even start the entire game all over again every time they die. Give the players/customers the ability to make their own save points!

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DecadentDescent

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@Zombie8814: Dark Souls (especially 2 & 3) had way too many bonfires too close to each other. If anything, there were too many checkpoints at times.

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Zombie8814

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@decadentdescent: I love a good challenge, which is why I generally play every single game on the hardest setting. Easy is boring. But you can never have too many checkpoints. As I previously said, giving players the ability to make their own save points is the answer. And I like what you said about Dark Souls 2 & 3 having too many checkpoints/bonfires. Makes me want to play them now. I only played Demons Souls years ago on the PS3. I don't remember much, but I do remember giving up on the game because I got too frustrated always having to go back to collect my souls after I died, and having all the Demons I previously killed becoming resurrected.

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PrpleTrtleBuBum

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@Zombie8814: the psychologic aspect is unavoidable. i like the ps1 versions of tomb raider games a ton more because you could only save with save crystals. it gave me almost constant sense of fear of death.

tomb raider 2 i played on pc with quicksave and of course i saved the game after about every 5 seconds and it was boring.

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christhunder34

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Edited By christhunder34

@Zombie8814: I think your missing the entire point of what makes the Dark Souls games GOOD.. the fact that you struggle and risk in encounters to find a far off checkpoint to save your rewards. If you can save whenever then you LOSE the fun and thrill of fighting tough enemies. If there were multiple save points then tough enemies would just be a DRAG and NOT FUN.

If you are a save scummer there are games for that, like Fallout etc. But Dark Souls is appealing for the risk/reward aspect.. and its popular because of that!

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dmblum1799

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@Zombie8814:

Bonfires are the check points in the Souls games. Bloodborne checkpoints were lanterns.

You're not making sense: there are checkpoints in these games, and they save continually, everytime you kill something or die.

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masscrack

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@dmblum1799: this, bonfires are the checkpoints

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PrpleTrtleBuBum

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does 60fps legit make games faster? as in not just more frames between in animations to make it more fluid and precise?

because it always feels to me like its just fastforwarding everything. i can learn to compensate to it in gameplay but it never looks right. i shudder to think what 120fps games will be like. wont be far from the feeling when it was common to start old games and notice the fps is something like 999 and completely unplayable until you find a patch or something

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Akriel_Boulve

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Edited By Akriel_Boulve

@PrpleTrtleBuBum: No, upping FPS does not inherently increase the speed of a game. However, if the game ties the frame rate to the underlying architecture, it can. A lot of oldschool games did this because it was a convenient way to trigger updates, and they never anticipated that these games would be played on systems capable of increasing the repainting rate.

Heck even some notable modern games like RE2 Remake did have a tie-in to frame rate, specifically with the knife attacks. It would basically poll damage on every new frame, so if you upped it from 60FPS to 240FPS or higher on potato mode, then you could kill most bosses in a few swipes, which is why the speedrunner community force a 120 FPS frame cap. Despite this, increasing the frame rate does not increase animation speed, because those elements were not tied to the repainting of the screen.

Ultimately it really depends on the game. However, it might make a lot of games appear to move slightly faster because the animations are smoother with a higher FPS.

Hope that clears it up for you.

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PrpleTrtleBuBum

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@Akriel_Boulve: thanks

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fbplayer1086

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Legit one of the worst games I've ever played. Everything about it is bad.

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Daidochus

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Edited By Daidochus

It is an okay game; there is a main sub that branches into 3 districts, with each having one boss. The game doesn't offer that much in terms of exploration, unique systems, and enemy variety. Finished it in 2-day gaming sessions.

7/10

Conclusion: if you are a hardcore souls-borne type of guy, this game can be really underwhelming.

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xgalacticax

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Are all the 'bad' points of this game as stated in this review just legit criticisms of the souls games anyway?

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MoogleStar

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Thanks for the update. Definitely gonna get it when I get a PS5.

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Cherub1000

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@mooglestar: I've had a ton of fun with it in ps4 and, like yourself, I'd love to play again when I get a ps5... that however is the real problem isn't it.

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MoogleStar

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@cherub1000: For real. I refuse to let a scalper get one extra cent off me, so that ain't happening. Usually when I purchase a new console I just make a trip of it and visit my family in Toronto and get it there. But I can't even leave the country because of covid. So who knows. Could be a year from now :(

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lamprey263

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I almost didn't realize this was on Xbox given it was omitted from the header.

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Robbie23

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Does anyone know if this game is bettee than Nioh 1 & 2?

I just beat Nioh 1 on my own and thought it was amazing.

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Cherub1000

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@robbie23: very very different bud, I've not played Nioh 2 but I sank huge amounts of time into the first one and loved every second. Mortal Shell is far more basic and is world is much smaller than that in Nioh, however I'd argue its equally as fun in it's own way. If your curious, give it a shot!

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Abdulrahman1981

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@robbie23: didn’t play it but I don’t think so.

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