Mortal Shell Review – Dark Souls For The Rest Of Us

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.

Now Playing: Mortal Shell Video Review

Sony Working on ‘Next Generation’ VR Headset

Sony is developing a ‘next generation’ VR headset, but it may well not be related to PlayStation VR.

A job listing (spotted by UploadVR) explains that Sony is hiring a team to create a “next-generation VR head mounted display”. However, this device is being developed “with a view to five years from now”, and the listing has been posted by the core Sony corporation, rather than Sony Interactive Entertainment, which created the original PSVR headset.

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While a PSVR 2 has yet to be confirmed, we’ve seen Sony working on touch-sensitive controllers, and we know that PS5 will continue to support the original PSVR model, so it seems likely that PlayStation will continue its association with VR.

However, it’s entirely possible that the core Sony corporation is working on VR to different ends alongside SIE’s work on PSVR, and the 5-year timeline for this particular headset seems to point to a next-generation for VR itself, rather than console gaming.

Hopefully, the future of VR doesn’t have to include Sony’s recent patents for advertisements being displayed inside your headset.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

A Bunch of First-Party Switch Games Are on Sale

Heads up, Switch owners: a bunch of Nintendo-published games are on sale for 17% off. Considering Switch games rarely get the discount treatment, it’s a good time to pick up any titles you’ve been holding off on.

The games in question include what’s by far the biggest Switch game of the year, Animal Crossing: New Horizons. It’s on sale for $49.94. But even if you’re one of the 22 million to have already picked it up, you can also grab Super Smash Bros. Ultimate for the same price for some terrific multiplayer action.

Better yet, with Halloween coming up before too long, now is a great time to play the spookiest Nintendo game of all, Luigi’s Mansion 3. It’s terrific, and it’s also on sale for $49.94.

Oh, and pretty much every other first-party Switch game is on sale as well. Note that some of the ones lower on the list are backordered. But even so, you can place your order at the sale price and they’ll ship when they come back in stock.

Nintendo Switch Game Deals at Amazon

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Switch Game Deals at Best Buy

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As always with Amazon, you never know when the discounts will go away, so pick up any games you want sooner rather than later. Many Switch owners also own other consoles. If you’d like to see what’s on sale on the other platforms, be sure to check out our best PlayStation deals and best Xbox deals as well. There’s plenty of savings to go around.

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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Ghost of Tsushima: Legends, a Free Online Co-Op Mode, Arriving in Fall 2020

Ghost of Tsushima: Legends, a free online co-op mode, will be available in Fall 2020.

Legends is a new experience, and doesn’t feature Jin Sakai or his companions, but “instead focuses on four warriors who have been built up as legends in stories told by the people of Tsushima.

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While Ghost of Tsushima’s single-player campaign focuses on “an open world and exploring the natural beauty of the island,” this new co-op mode is “haunting and fantastical, with locations and enemies inspired by Japanese folk tales and mythology and an emphasis on cooperative combat and action.”

Legends will be exclusively co-op, and it can be played with friends or via online matchmaking in groups of 2-4 players. There will also be four different classes – the Samurai, Hunter, Ronin, or Assassin – and each one will have unique advantages and abilities that will be revealed in the future.

With two players, you will be able to play a series of co-op Story missions that will increase in difficulty, and will build on the foundation of Ghost of Tsushima’s gameplay with new magical twists that often need you to be in sync with your partner.

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With four players, you will be able to take on wave-based Survival missions, and you and your team will need to work together to take on the toughest enemies Tsushima has to offer, in addition to new Oni enemies with supernatural abilities.

Ghost of Tsushima: Legends will also feature a four-player Raid that will arrive shortly after the launch of this new mode, and it will send “you and your partners to an entirely new realm to challenge a brutal, terrifying enemy.”

For more on Ghost of Tsushima, which was July 2020’s best-selling game, check out our review, how the game’s weather will change based on your playstyle, and how Tsushima’s island itself changed during development.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Ghost Of Tsushima Getting “Legends” Co-Op Multiplayer For Free

Ghost of Tsushima launched as a single-player game, but Sucker Punch has announced an ambitious new feature for the action game: co-op multiplayer. The “Legends” co-op mode will be coming for free sometime later this year.

According to a post on the PlayStation Blog, Legends is an entirely new game mode that doesn’t follow the travails of Jin at all. Instead, it revolves around four warriors, legends in Tsushima, and the locations and enemies will be more fantastical and based on Japanese folk tales and mythology.

Legends will be exclusively reserved for co-op, with groups of 2-4. You can choose one of four character classes to play–Samurai, Hunter, Ronin, or Assassin–each with their own unique abilities. With two players you can take on co-op Story missions. With a full group of four, you can take on wave-based Survival missions. There will also be a super-difficult four-player Raid coming sometime after Legends launches.

Sucker Punch says it will be sharing more details like character classes and customization as the Legends mode gets closer to launch. An accompanying cinematic trailer (above) sets the mood and shows snippets of gameplay.

“Ghost of Tsushima is at its best when you’re riding your horse and taking in the beautiful world on your own terms, armed with a sword and a screenshot button, allowing the environmental cues and your own curiosity to guide you,” Edmond Tran wrote in GameSpot’s Ghost of Tsushima review. “It’s not quite a Criterion classic, but a lot of the time it sure looks like one.”

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Beat Saber Gets New Linkin Park DLC, All 11 Songs Out Right Now

VR music game Beat Saber has a new Linkin Park music DLC pack on PSVR and PC and on PC, comprised of 11 of the band’s most popular songs from several of their albums, that is out right now. A celebration of Hybrid Theory’s 20th anniversary, the Linkin Park Music Pack also includes tracks from the Meteora and Minutes to Midnight albums. All 11 songs will be playable across all Beat Saber difficulty modes, making for 55 beatmaps in total.

The Music Pack also includes a new game area directly inspired by the tunnel scene in the “One Step Closer” music video. “With this music pack, we are releasing a brand new game environment – a fully enclosed game area inspired by the tunnel scene you might remember from the ‘One Step Closer’ music video,” Head of Marketing for Beat Games, Michaela Dvorak, said on the PS Blog.

“The environment is also accompanied by a new four-color lighting scheme. To pay our tribute to the iconic Hybrid Theory album, the whole environment is stylized into the album’s colors”.

The DLC pack listing isn’t up yet on the US PlayStation Network or Steam, but it is live on the South African store. You can see the full track list below:

Linkin Park Music Pack

  • Bleed It Out
  • Breaking the Habit
  • Faint
  • Given Up
  • In The End
  • New Divide
  • Numb
  • One Step Closer
  • Papercut
  • Somewhere I Belong
  • What I’ve Done

Beat Saber recently added 46 new beatmaps across 18 songs, as well as new 360° maps for those players seeking a different challenge.

Linkin Park frontman Mike Shinoda also began writing an original theme song for the opening night of Gamescom, on Twitch last week.

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WWE Welcomes Fans To Live Shows Via Thunderdome

With WWE fans having been unable to attend live events for several months now with the audience participation falling on NXT roster and Performance Center attendees. On Monday morning, the sports juggernaut announced may have devised an interesting solution that takes a page from what the NBA has been experimenting with. The WWE are going to “bring” fans to the Thunderdome.

Starting Friday, August 21, WWE Thunderdome will feature a “state-of-the-art set, video boards, pyrotechnics, lasers, cutting-edge graphics and drone cameras” that will take WWE fans’ viewing experience to an “unprecedented level”.

“WWE has a long history of producing the greatest live spectacles in sports and entertainment, yet nothing compares to what we are creating with WWE Thunderdome,” said Kevin Dunn, WWE executive vice president of television production. “This structure will enable us to deliver an immersive atmosphere and generate more excitement [among] the millions of fans watching our programming around the world.”

WWE will debut the Thunderdome technology at Amway Center in Orlando and virtually bring fans into the arena via live video on massive LED boards, in conjunction with The Famous Group and its proprietary technology, for every Monday Night Raw, Friday Night Smackdown, and pay-per-view event going forward.

Starting tonight, fans can register for their virtual seat to be part of upcoming shows on the official Thunderdome website, or across WWE’s social media pages.

“As WWE takes residency at the world-class Amway Center, we have reimagined our live event experience for today’s environment,” said Brian Flinn, WWE chief marketing & communications officer. “In partnership with The Famous Group, we will virtually bring our fans back into the show and recreate the interactive in-arena atmosphere that has been a staple of WWE events for decades.”

Nintendo Hosting Indie World Showcase Stream This Week

Nintendo has announced a new Indie World Showcase, taking place this week on August 18 at 9 AM PT / 12 PM ET. The stream will last around 20 minutes.

The Indie World showcases have previously revealed release dates for big independent game coming to Nintendo Switch, which is likely to be the case this week too. While Nintendo hasn’t teased what might be shown, games like Disco Elysium and Hollow Knight Silksong, which have both been confirmed for Switch in the past, would be welcome appearances.

Nintendo’s first-party output has also been slow in the second half of this year, with sparse announcements for games coming between now and the end of 2020. Recently, Nintendo revealed Pikmin 3 Deluxe for Switch–a port of another Wii U classic with all its content and additional features. That’s set to launch in October.

The latest first-party release on the Nintendo Switch was Paper Mario: The Origami King, which release just a handful of months after being announced. In our Paper Mario: The Origami King review, critic Suriel Vazquez praised the game’s writing and charm, saying, “The Paper Mario series has recently shown that being clever and being smart are two different things, but thankfully, it’s once again managed to be both.”

Now Playing: Paper Mario: The Origami King Video Review

Pokemon Masters Anniverary Update Includes A Name Change, Special Sync Pair

Pokemon Masters is approaching its first anniversary at the end of August, and to mark the occasion DeNA has taken the unconventional step of changing the game’s name. To signify how much the game has evolved since its initial (somewhat anemic) release, the game has been changed to “Pokemon Masters EX.”

The update came alongside several other special events that are now available or coming soon. A new Sync Pair is available for purchase through the shop, featuring Sygna Suit Cynthia and the Dragon-type Pokemon Kommo-o. Sygna Suit trainers are generally stronger than their regular counterparts. The game is also hosting a Legendary Event with the Pokemon trainer Cyrus and Palkia, letting you earn the pair by completing the “New World Dilemma” event. Both Cynthia and the Legendary Event will be available until September 2 at 10:59 PM PT.

As part of the anniversary celebration, the Pokemon Center has gotten some special decorations, and you can claim login bonuses in the Run-Up To One Year Anniversary board. There’s also a new Mission Bingo to match, and completing it by August 27 will net you a whopping 3,000 gems, 225 Skip Tickets, and other goodies.

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Finally, a Lance and Dragonite sync pair will be available in the Spotlight Scout starting August 19, and lasting through September 2. A currently running Rock-Type Egg event lets you hatch several rock-type Pokemon, including a shiny Aerodactyl and Kabuto, through August 24.

Despite a strong start in downloads, Pokemon Masters was criticized for having too little to do at launch, to the point that the producer apologized. It’s built up a lot of extra systems since then, like gear, a leveling-up Sync Grid system, an egg-hatching system, extra hard Battle Villa and Legendary challenges, and more. The game has since been criticized as too grind-heavy, prompting the recent addition of a stamina system and skip tickets alongside a revision of leveling items.

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