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Thread: [Multi] Mortal Shell

  1. #1
    Administrator Like-a-Bunny's Avatar
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    [Multi] Mortal Shell









    Mortal Shell is a deep action-RPG that tests your sanity and resilience in a shattered world. As the remains of humanity wither and rot, zealous foes fester in the ruins. They spare no mercy, with survival demanding superior awareness, precision and instincts. Track down hidden sanctums of devout followers and discover your true purpose.



    Posses Lost Warriors
    The dead litter this tattered landscape, but not all are without hope. The lost remains of defeated warriors are yours to discover. Awaken these Mortal Shells, occupy their bodies and significantly open your understanding to diverse masteries of combat.



    Face Haunting Foes
    Your path is guarded by desperate adversaries, devoted to inscrutable gods. Behold creatures both pitiable and grotesque, but do not let fear halt your journey. Muster your courage and face them down.



    Iron Sharpens Iron
    Combat is strategic and deliberate. You must commit your sword only when an opportunity opens. Calculate your parries to unleash devastating counterblows. Temporarily entomb your Mortal Shell in stone to block attacks, or play aggressive and use your stone-form to add brutal weight to your own sword swings.









    mortalshell.com
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    Administrator Like-a-Bunny's Avatar
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    Indie kneus Baukereg's Avatar
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    Aan welk ander spel doet me dit toch denken? Ligt op het puntje van mijn tong...
    https://baukereg.itch.io/someone-called-for-an-ambulance

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    King in the North Tonne's Avatar
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    Quote Originally Posted by Baukereg View Post
    Aan welk ander spel doet me dit toch denken? Ligt op het puntje van mijn tong...
    Lords of the Fallen
    "As God as my witness I will put you through that fucking wall!"
    - Frank Murphy

  5. #5
    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Baukereg View Post
    Aan welk ander spel doet me dit toch denken? Ligt op het puntje van mijn tong...
    Iets met Kombat?
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    Indie kneus Baukereg's Avatar
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    Kirby's Dream Land, dat is 'm!

    Zonder gekheid, ik hoop dat ze een leuke twist aan het soulslike genre kunnen geven.
    https://baukereg.itch.io/someone-called-for-an-ambulance

  7. #7
    Member Michiel1986's Avatar
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    Administrator Like-a-Bunny's Avatar
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    Nice @Michiel1986
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  9. #9
    Member Michiel1986's Avatar
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    Hoe meer ik zie hoe more i want xD
    Gameplay gaat meer na de kant op van Lords of the Fallen dan Dark Souls denk ik.

    En geÔnspireerd een beetje van de gouwe ouwe Severance Blade of Darkness maakt deze game nog beter na mijn mening

    Last edited by Michiel1986; 11th June 2020 at 17:54.

  10. #10
    Ryu Hayabusa Gaunter O'Dimm's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    Last edited by Gaunter O'Dimm; 12th June 2020 at 02:51.

  11. #11
    Senior Member RPGer's Avatar
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    Quote Originally Posted by Baukereg View Post
    Aan welk ander spel doet me dit toch denken? Ligt op het puntje van mijn tong...
    Dit type game is een beetje de online shooter van deze generatie geworden.
    Ik kan niet wachten

  12. #12
    Variation on a Dream LtPsycho's Avatar
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    Quote Originally Posted by RPGer View Post
    Dit type game is een beetje de online shooter van deze generatie geworden.
    Niet heel gek overigens, er is een bizar grote markt sadomasochistische gamers te vinden

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    King in the North Tonne's Avatar
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    Quote Originally Posted by RPGer View Post
    Dit type game is een beetje de online shooter van deze generatie geworden.
    Hahaha spijker, kop.
    "As God as my witness I will put you through that fucking wall!"
    - Frank Murphy

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    Primarily old. Illuv's Avatar
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    Gelukkig vind ik ze - vooralsnog - wel leuker dan shooters.
    "His feet are light and nimble. He never sleeps. He says that he will never die. He dances in light and in shadow and he is a great favorite. He never sleeps, the judge. He is dancing, dancing. He says that he will never die."

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    Historian Overlord Das Tentakel's Avatar
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    Quote Originally Posted by Illuv View Post
    Gelukkig vind ik ze - vooralsnog - wel leuker dan shooters.
    Slag- en steekwapens zijn nu eenmaal toffer dan vuurwapens. Obi Wan Kenobi said it best:






    Oh, wait, verkeerde clip, aargh!
    'Freude ist nur ein Mangel an Information'

  16. #16
    Choose Wisely The_wildcard's Avatar
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    PSN ID: PsyKu Steam ID: STEAM_0:0:5264387
    Lightsaber heb ik nooit een Elegant wapen gevonden. Lijkt mij juist een barbaars wapen eerlijk gezegt.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

    Ps4, Ps3, Ps Vita, GameCube, NZXT H500, Amd Ryzen 7 2700x, 16GB Ram, Asus X470 Prime Pro, MSI GTX 1080 Ti, Asus Xonar Essence STX II, Plantronics Rig 500 Pro.

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    Administrator Like-a-Bunny's Avatar
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    Member Michiel1986's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    Dit is gewoon vet period xD

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    Variation on a Dream LtPsycho's Avatar
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    Soulslike #6327
    Ga ik vast met veel plezier naar kijken op Twitch

  20. #20
    Ryu Hayabusa Gaunter O'Dimm's Avatar
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    En zal waarschijnlijk, net zoals die andere 6326, niet kunnen tippen aan het werk van FromSoftware en weer eens tegenvallen. Heb net wat gameplay gezien van een boss fight gezien en het ziet er imo een beetje matig uit.

  21. #21
    Administrator Like-a-Bunny's Avatar
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    Eens. Dit wordt hem niet. Style over substance.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

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    Member Overmind's Avatar
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    Kweenie, het ziet er wel sfeervol uit. Als het een leuke game verder is hoeft het van mij ook niet op From's niveau te zijn.

  23. #23
    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Overmind View Post
    Kweenie, het ziet er wel sfeervol uit. Als het een leuke game verder is hoeft het van mij ook niet op From's niveau te zijn.
    Klopt. Maar dan moet het wel zijn eigen ding doen en dat zie ik hier niet zo.
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    Member Overmind's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    Klopt. Maar dan moet het wel zijn eigen ding doen en dat zie ik hier niet zo.
    Dat is zo, maar voor dit type game ben ik altijd wel te porren. Het valt en staat ook een beetje met wat er het aankomende jaar beschikbaar staat voor de ps5 natuurlijk.

  25. #25
    Administrator Like-a-Bunny's Avatar
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  26. #26
    Member Michiel1986's Avatar
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    @Like-a-Bunny zeker niet verkeerd


  27. #27
    Administrator Like-a-Bunny's Avatar
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    Mortal Shell preview Ė the right kind of Souls-like

    Early on in my time with the Mortal Shell preview build, I took a side path that led me to my first NPC: a vendor. To his right was a cat. I approached expecting a Ďpetí option, and I got one.


    I eagerly pressed the button, and a brief petting animation followed. The cat recoiled a bit when it spotted my characterís hand approaching, before it settled in, accepting my loving gesture and enjoying the stroke. Somehow, in that moment, it hit me: cats in video games rarely behave like cats. You can pet cats in Red Dead Redemption 2 and Assassinís Creed, sure. When you hit the button, your character leans in and the cat quickly syncs into its petting position, as if stopping at some invisible stage marker. We all know cats are rarely friendly to strangers, but we suspend our disbelief and appreciate the time developers took to craft whatís ultimately a trivial moment.

    I bring this up because I like to think the time the small team at Mortal Shell developer Cold Symmetry took to craft this moment, the attention it was paid, is emblematic of the teamís approach to designing the rest of the game. Mortal Shell is a Souls-like action RPG. It has weighty animations, stamina-based combat, and it oscillates between challenging and outright mean. If you love FromSoftís work as much as I do, youíll have no doubt played dozens of these. But this one is different.

    At a basic level, Mortal Shell is what happens when you slow down the pace of the original Dark Souls, from visibly slower swings and thrusts to areas that want you to navigate them like you do the corridors of a tactical shooter: slicing the pie, slowly rounding every corner and never assuming itís clear until your feet drags the ragdolls of enemies as you walk over them. To call it Slow Souls would be accurate, if wholly reductive. Mortal Shell is so much more. What sets it apart from the rest are the unique mechanics it introduces, and how it uses them to play with genre staples.


    You start out as a faceless husk, one hit away from death. You can attack, sprint and perform pretty much all the typical actions in a Souls-like, but youíll quickly realise how vulnerable you are in that form. Itís essentially like playing Dark Souls with the minuscule starting health without ever levelling up. Things get interesting when you embody a Shell. The build I played had two of the planned four, and each was unique in the opportunities it offered and in how it dictated the moment-to-moment.

    The first, Harros the Vassal, might as well be Dark Souls Poster Guy. Itís got heavy medieval armour, slowly swings weapons and fat-rolls everywhere. You can side step with a hit of the dodge button, and double-tapping it performs a full roll. Standard. The other is Tiel the Acolyte. It starts out with almost double the amount of stamina, but a little less HP. Its dodge is a teleport, not unlike what the Old Hunter Bone does in Bloodborne. Having access to such a vast pool of stamina makes mixing dodges in with attacks a breeze, and Tielís lighter frame compared to Harrosí helps you avoid attacks you would otherwise have to tank.

    But thatís only the beginning. When you first embody a Shell, you gain their inherent stats and distinct look, but you donít quite know the extent of their abilities. Mortal Shell doesnít have a traditional skill tree, or stats you can min-max. Shells are, in essence, pre-made classes. In order to explore the potential for each Shell, you must first get to know them. This acts as both a mechanical and narrative hook. As you play, you collect two resources: Tar (Souls) and Glimpse (Insight). The two can be used to unlock abilities that each represents a chapter in their story. The very first reveals their name, and each one after that fills a gap in their history.


    The few abilities in the build were all passives. Things like a chance to redirect damage to stamina, damage bonuses in certain situations and the like. Whether or not you decide to embody a Shell, your main defensive ability Ė outside of dodging Ė is Hardening. It has a generous cooldown, and it does exactly what you think: hardens your body, turning you to stone for a brief few seconds. Hardening breaks when an enemyís attack connects, or when the timer runs out.

    Hardening is Mortal Shellís block button, though not as readily available. It can be more versatile, depending on how you use it. I found it very useful when used at the end of a roll when I failed to create enough space. Itís also great in interrupting enemy attack chains, and in saving your butt when you flub a parry and see the attack coming.



    Parrying is another interesting component in Mortal Shellís combat. You build up Resolve by landing hits, and this resource can either be used to unleash powerful attacks, or leach some HP off enemies on a successful parry. The parry animationís wind up prevents it from getting spammed like you could in, say, Sekiro. Usually, Iíd fault the game for having such a slow parry. Over time, however, I learned to appreciate it.

    For one, enemy attacks are appropriately slow that you could conceivably, consistently parry them. Some are faster than others, of course, and a few are best avoided entirely. Assuming you have enough Resolve and you manage to get the timing right, youíll be rewarded with a decent chunk of HP. Even out of Resolve, a parry will still stagger your enemy long enough for a free hit or two. This Resolve-parry-leech dynamic is brilliant. Even in desperate moments, the game affords you the opportunity to regain control. If you play it safe Ė get one hit in and roll away Ė youíll build up your Resolve over time, so long as you donít wait too long between attacks.

    This interplay also helps make the combat dance work without relying on an ever-present source of healing. This may be different in the final game, but all the healing items in the demo were finite. I could definitely see situations where multiple desperate runs deplete your entire stock and force you to be very careful going forward. I still think an Estus-style renewable healing item is the way to go, but itís hard to judge the bigger picture there from such a limited demo.

    Though the demo had little content, I came across a good number of unique items. Mortal Shell borrows from rogue-lites in that it forces you to use each item once in order to learn their use. I couldnít really see a compelling reason behind that. It made things unnecessarily challenging. Frustratingly, a type of healing mushroom in the game has a similar icon to another that induces poison. Imagine hitting the latter mid-fight, only to see your HP slowly deplete when you wanted to boost it. I could do without the lengthy animation that plays every time you bring up the inventory screen, too.

    The two areas I accessed each offered a different experience. The first was an open marshland with a couple of divergent paths, patrolling enemies and stationery rangers. Look around and you can spot hidden chests and even a mini-boss. The other is a straight up dungeon, where tiny corridors and dark corners are the theme. I found better luck with the lighter Shell there, given its abundance of stamina.

    There does appear to be a bit of an emphasis on traps and ambushes throughout, which I worry could become a problem later. In my experience, too many of those and players either slow their pace to a crawl, or just run past everything Ė neither option is interesting. There was no concept of a bonfire in the demo, and the two areas felt stitched together out of order, so I canít really judge how they all fit into the overall progression, or what type of checkpoints the final game is going to have.



    What I did spend some time with was switching between the different classes in combat. Assuming you find each effigy, you can use it once per life to spawn as the Shell it represents. The demo had an area where you could change Shells, which effectively means you can tactically ďplantĒ a Shell by dying, start out with a different one, then embody your old Shell.

    I wish there was more than combat on display here, but what I played nonetheless left me very excited about Mortal Shell. I still have so many questions about build variety, level design, playstyles and the extent to which the game relies on class-switching. I also want to see how the different weapons will play Ė the demo had only one!

    My biggest worry right now, though, is general animation polish. One of the hurdles early on was getting used to how slow animations are. Everything from rolling to swinging a weapon has lengthy starts and windups to their animations. Even at 60fps, rolling and recovery felt perceptibly clunky. Like I mentioned, itís nothing you canít get used to, but Iíd love to see them smoothed out come launch.

    Outside of that, the demo hits all the right notes, and tells me Mortal Shell is going to be among the best of the subgenre, and one for Souls fans to watch.
    bron
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    Member Michiel1986's Avatar
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  29. #29
    Member Michiel1986's Avatar
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    De beta is nu beschikbaar voor iedereen op de Epic Games launcher.

  30. #30
    Primarily old. Illuv's Avatar
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    Na 30 minuten? Not bad at all. Combat voelt beter aan dan je zou verwachten na het zien van de videos.
    "His feet are light and nimble. He never sleeps. He says that he will never die. He dances in light and in shadow and he is a great favorite. He never sleeps, the judge. He is dancing, dancing. He says that he will never die."

  31. #31
    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Illuv View Post
    Combat voelt beter aan dan je zou verwachten na het zien van de videos.
    Mee eens. Speelt best lekker zelfs, maar dat harden-principe...ik weet het niet.
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  32. #32
    Member Michiel1986's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    Mee eens. Speelt best lekker zelfs, maar dat harden-principe...ik weet het niet.
    ja dat harde hoefde voor mij ook niet, haalt een beetje de flow uit de game, dat parry systeem is dan wel weer gaaf.

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