Mortal Shell 2 is an expanded soulslike sequel that packs a lot into a focused experience. It took me just 30 hours to roll credits, but across that time I explored multiple biomes, fought dozens of bosses, and delved into an abundance of dungeons.
From the outset, I think there's so much about Mortal Shell 2 that feels like your standard soulslike fare. You have tough combat, an interconnected maze of a setting, and a hands-off approach. But the game has some sparks of ingenuity sprinkled across it all that really elevate the experience.
You are a godling called Lavendar and worshipped as the Harbinger. Your quest is to find and collect the fertile Ova of the Mether, pearlescent egg-like objects spread across the land. Unlike the first game’s fairly linear levels, Mortal Shell 2 is home to an interconnected open world.

The first thing you’ll be struck with is a cool heavy-metal-inspired aesthetic. I was really impressed with the sense of atmosphere baked into some of this world, and more importantly, the diversity of its areas. Some sported bone-white structures with vein-like ripples in the surface. Others were ruined castles filled with corrupted knights.
Generally speaking, it’s a good bit of fun to explore this world, especially since it’s stuffed with hidden pathways that reveal new areas or shortcuts. And what’s cooler is that each area comes with its own enemies, and the variety is brilliant.
There’s a genuine sense of playfulness to a lot of the enemy encounters you have here. Like in Mushroom Village, where you’ll be swarmed by dancing hags playing the accordion. Or there’s a Shepherd-styled boss I fought that commanded a flock of demonic sheep. I think this might be the first time I’ve laughed while playing a soulslike.
But what is any of that without a solid combat experience? Well, thankfully, Mortal Shell 2 has a deep yet paradoxically streamlined RPG system. Weapons all sport light and heavy attacks, you can dodge, block, or, if your timing is good, set enemies up with a perfect parry. In all honesty, those opening hours felt rather basic, but Mortal Shell 2 does have a trick or two up its sleeve.

For one, there is no stamina metre, allowing you to spam attacks to your heart’s content. There’s still a break metre so you can only block so many attacks, but it does give combat at its most basic a pretty snappy feel and a nice pace. It certainly helps that weapons have a lovely crunch to them, as you heave steel through flesh, pulverising enemies into a meaty heap. There’s a brilliant weight to each attack.
And then, some of those sparks are sprinkled. Like the sidearms, which range from satisfying shotguns to full-on mini-guns. Or the Tarstones, which kit your character out with a variety of attacks or perks attached to either your melee or sidearms.
You’ll spend a lot of time hunting down these weapons, which can be found in the game's copious amount of dungeons. Some of these dungeons can be a little samey, but again, every now and again you’ll get a cool experiment, like when I was forced to drink a concoction which inverted my controls.
There’s only one kind of each weapon, so each discovery feels quite meaningful. When I found the Axatana, a pair of katanas that can be combined into one big axe for heavy attacks, I knew that was the fit for me, and it paired up perfectly with the levelled-up Naylshotte shotgun.

But the star of the show is the shells, which act as this game’s version of classes. There are eight throughout the world, and each comes with its own ability. Like Tiel, who can briefly turn invisible to strike unsuspecting enemies, or Proxima, who injects enemies with a grapple attack, weakening them and closing the gap. My personal favourite for most of my playthrough was Gragu who could replenish his healing supplies by killing enemies. Very handy.
There’s a fun story to each of the shells, both in discovering them and levelling them up. Sometimes you’ll discover their remains in a crypt; other times they will act as a boss that you must defeat. Then once you’ve claimed them, you can level up your bond, which reveals short flashbacks to their life before their demise.
But levelling up your bond also unlocks new skill tree tiers, which let you improve their skills and perks. For Gragu, for example, I was able to double the amount of healing supplies, how much they healed me, and how easily they replenished. For Proxima, my grapple attack eventually hit enemies with lightning strikes, which I was now immune to, and I could nullify some attacks too. I was basically a god of thunder come the end.

Upgrading these shells can severely change your playstyle in Mortal Shell 2, and what’s better is that it doesn’t lock you down to any one of the shells. While there is a currency called Glimpses, which are needed to level up your shell bond, skill points can be refunded at no cost and reapplied to another. It allowed me to muck about with the different shells to see which abilities and playstyles suited me best.
It may sound somewhat convoluted, but in practice it’s very accessible and understandable. I’m usually someone who struggles knowing what is needed to upgrade your gear in soulslikes, but in Mortal Shell 2 it’s all very clearly signposted and streamlined. Even a basic levelling system just automatically upgrades base stats, without you having to worry about pushing points into strength or stamina.
All of this lets you get into the action, and when you’re dancing between upgraded shell skills, sidearms equipped with Tarstone abilities, and a levelled-up weapon, combat is brilliant.

There’s a real difficulty spike in the middle of the game, where some enemies will take you out in one or two hits, which makes each combat encounter feel very intense. And since most areas come with their own new enemies, some with great designs, you’re constantly kept on your toes.
You do have a second life, so to speak, where you are knocked out of your shell and back into your godling form. In this state, you have to hit enemies enough to build up a blood requirement to transform back. You can technically do this infinitely – from what I can tell – but each time you die, the requirement gets higher. It’s always quite satisfying, though, as you are knocked back into your godling form and slam the ground to get back to your feet, ready for the fight.
Most of my issues with the game only started cropping up towards the end. The final stretch of the game is gated by an Ova collection requirement, and personally I felt it was a little excessive. I had to scour the map to discover where I’d missed the Ova, which was made all the more irritating by dungeons having to be manually marked as completed on the map. While I tried to be fairly vigilant with marking these, I obviously missed a few, so it meant a lot of backtracking and a few hours wasted.

And since the game wants you to really explore every nook and cranny, come the end of the game, I was pretty overpowered. It was great fun to start, but it also meant I never took more than two tries to beat the final bosses of the game. A nitpick for sure, but I personally expected a bit more of a challenge here.
Thankfully, my time spent with the game was fairly breezy from a technical standpoint. I played across both PS5 and PS5 Pro, both of which sport Quality and Performance modes, at 30fps and 60fps, respectively. You’ll get a little dip in frames here or there on both versions of the console, but nothing too egregious.
Visually, it’s sporadically impressive. Some areas clearly get a bit more love than others, and it’s never quite hitting Demon’s Souls levels at its best. Still, there’s a nice vibe to most of the locales in this game. Disappointingly, DualSense implementation is restricted to basic rumbles pretty much, there’s nothing to note there.
Conclusion
Mortal Shell 2 is a soulslike that cuts to the chase. It’s home to a stuffed interconnected world with a wide variety of enemies, dungeons, and little secrets, which make it a delight to explore. Each discovery of a new shell, weapon, or sidearm meaningfully impacts your playstyle, and levelling up is a fun and satisfying process. It loses steam a little towards the end, with some irritating backtracking, but overall this is a brilliant new addition to the genre and, by all accounts, a far improved sequel.





Comments 36
I have the Devout Edition on pre-order. I absolutely loved the first game, so I cannot wait to play the sequel. I am pleased that it is reviewing well, hopefully this will lead to more sales than the original could muster.
Looking forward to getting my shell on soon...
I did some research, and found that Mortal Shell 1 has a Metacritic score of 76 on PS4. The sequel currently has a score of 84, with roughly the same amount of reviews.
Cold Symetry should be congratulating in making the sequel so much better. Well done.
The consensus seems to be that this is a top tier non-From soulslike; maybe even up there with Lies of P and Nioh 2. And all that for only 40 quid, not bad!
Counting down the days!
Something else to throw on my ever-expanding Wishlist!
Poor grammar in this review.
Really enjoyed my time with the beta a coupe of weeks back. Definitely something I will get to at some point, but have no idea when that will be!
Still havent played the first one yet (though I’m seriously considering bumping it way up the schedule due to the buzz around the sequel), my copy of 2 arrives on Thursday.
@Leeg it's spelt "grandma".
Great review Aaron!
As someone how does like the aesthetics of a souls-like but occasionally having a hard time with the difficulty, how would you place this among other souls-like? I know this question probably comes with every souls-like game review and maybee is hard to answer because it's individually different for everyone. Again, thanks for a great review, looking forward to play it and getting my ass kicked!
@JB_Whiting Yeah so when you're charging 70 for Wolverine, people are naturally going to nitpick.
Nice to see we're using the From Software Comma™ in some of the boss names.
I started last night, basically just running through what I played in the beta again, but I'm really enjoying it so far
Glad to hear it mostly holds up
@kyleforrester87 ‘spelled’
@Leeg ‘Meter’ ‘Inhabited’
Compared with some of the ***** we’ve seen this year this game does not have inconsistent visuals. It looks great. Especially for a UE5 title.
One thing that put me off of this was i found the demo to easy and thats coming from someone who took years to beat bloodborne and is currently struggling through elden ring.
Dont get me wrong i dont need it to be that hard but i want some challenge as thats alot of the appeal of this type of game.
Beta was amazing, loved the sheep boss!! Glad this is reviewing well will be jumping in tonight!
This game looks great, but I worry I won't be able to get to it anytime soon. We're now in the season where there are simple too many games coming out and you need to pick and choose where you're going to spend your time.
I was so impressed with this demo and the subsequent reviews I am genuinely considering putting my September Wolverine purchase on hold for a while and getting this instead, especially given the price tag and timing of the release. Still on the fence though but I am impulsive with purchases and might need to go for this once I finish 007
My physical pre-order just shipped an hour ago. The hype is real~
I bought the devout edition to play early and the game is fantastic. Big props to the devs for releasing the demo, it proved to me that they learned from the first game and set out to improve on it.
This wasn’t even on my radar, but after holding off on games I thought were going to be great but reviewed pretty middle of the the road across the board, like Beats of Reincarnation, I’ve got a big open gap for a new game. Early reviews have worked here! Preordered this morning. Roll on Thursday 😁
@Fiendish-Beaver you should had been able to play it for a second day now.. weird thing just to wait..
I'm finishing off my first ever run in Assassin's Creed: Black Flag Resynced, @Gediminas . I always prefer to finish what I am playing first because invariably, if I put a game down before finishing it, I won't ever return to it. I only have a couple of days worth of content left in the game, then I'll be in a position to start Mortal Shell 2, which may have received a couple of patches by then too...
@StarZinger From a difficulty perspective, I'd definitely say that a FromSoftware game is tougher. The patrolling enemies can give you a hard time in this, but there wasn't really any boss that I personally struggled with. I never spent more than, say, 20-30 minutes on a boss, compared to other soulslikes where I've been stuck for 1 hour or more.
And as I say at the end of the review, I actually felt a bit overpowered come the end of the game!
@NieR_Dark It wasn't on my radar at all either. Really glad I checked out the demo, which piqued my interest, and glad the whole game was worth checking out.
Enjoying this one. Difficult at the start but a very rewarding game.
@AaronBayne I’ve been looking for a souls-like to play, so this is perfect timing. I actually quite enjoy being overpowered at the end of games like these. By the end of Nioh 3 my giant shrapnel bombs were taking away a quarter of the bosses health bar in one hit, just means all your hard work has paid off 😄
@AaronBayne so exactly what is the difference between base ps5 and ps5 Pro? Is there a resolution bump? Pssr2? I'm on the pro so I'd like to know a bit more information on the ps5 Pro performance. Oh and will you be reviewing crimson moon?
@Leeg When I see poor grammar, I feel good, because I know that AI didn’t write it.
@Rezium where did you buy your copy? Mine is arriving only on the 20th. I want to play the game straight away after playing the great demo, but I am not going to buy the digital for the early access
@Tatarimokke I'm a Walmart normie. Amazon takes way too long.
Great enemy variety is a massive boon, and a huge improvement over the first game. I played the demo until I had squeezed it of every drop of content, and can’t wait to jump into the full game when my physical copy shows up!
Praise the sun! Hype intensified!!
@Northern_munkey From what I understand, PSSR2 is used for upscaling here. The biggest difference I saw was a change in lighting between Base performance mode and Pro performance mode. Seeing clips side-by-side, the Pro has sharper LOD, but as I was reviewing this (playing a bit on Base, then playing a bit on Pro), I honestly didn't notice much, and there's no Pro-specific mode. Not the wildest Pro enhancement imo.
@AaronBayne thanks for the info..appreciated 👍
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