Mortal Shell 2 Review: Kritik, Wertung & Fazit

Mortal Shell 2 Review-Überblick: die 9/10-Wertung, die Mostly-Positive-Aufnahme auf Steam, Lob, die Kritik an Parries, Kamera und schwachem Early Game.

Status: VerifiedAktualisiert Aug 29, 20264 Min. LesezeitSpielversion: Launch build + Balance Patch 1 (PC live, console following)

Kurze Antwort

Mortal Shell II ist gut: Ein vollständiges Review vergab 9 von 10, auf Steam steht das Spiel bei Mostly Positive mit rund 78 % positiven aus etwa 5.608 Bewertungen. Gelobt werden Shell-System und Kampfgewicht, kritisiert Parries, Kamera, Lock-on und der harte Einstieg.

Diese Seite ist vollständig auf Englisch verfasst. Die Übersetzung des Langtextes läuft — die Kurzantwort oben ist übersetzt.

Is Mortal Shell II good?

The clearest verdict we can source: one full review scored Mortal Shell II 9 out of 10, calling it "a confident step forward for the series delivering a heavy satisfying combat system, strong world design and a clear visual identity that stands out in a crowded genre."

Player reception agrees in direction if not in intensity. At the time this page was verified, Steam showed Mostly Positive with roughly 78% positive across about 5,608 reviews — a solid but not universal result for a AA Souls-like at $49.99.

What reviewers praise

The Shell system is the standout. Every piece of coverage lands on the same point. Shells now carry distinct personalities expressed through unique abilities, animation timings and how much risk each one wants you to take — and they are completely independent of weapon choice, so pairing is yours to solve. The result is meaningful build variety without drowning the player in stats.

Combat is heavier and more deliberate. Mortal Shell II removes the traditional stamina bar entirely and replaces it with a posture meter for both player and enemies. You can dodge, parry and attack at whatever tempo you choose, while repeated blocking and taking hits fill posture until you stagger. Parries and dodges do not build posture, which pushes you toward timing rather than turtling.

The world is dense and readable. More than 60 handcrafted dungeons are layered directly into the overworld, ranging from small combat arenas to sprawling mini-mazes with bosses, merchants or lore fragments. Every biome branches out from Marrow Keep, and the game withholds fast travel until you have cleansed enough beacons to earn Mether's Breath.

Presentation punches above its weight. Reviews single out the cutscenes — especially the intro and tutorial — as having surprisingly high production value, a stark contrast to Souls-likes that drop you in with no explanation or motivation.

It respects your time. At roughly 40-45 hours for a completion and a AA price point, the game is positioned as quality over scale rather than a 60-hour-plus marathon.

What reviewers criticise

Parrying has a noticeable delay. This is the most consistent complaint. When a parry succeeds the animation does not cancel, so you cannot immediately press parry again to chain a counter — unlike Sekiro, Ghost of Tsushima or Rise of the Ronin. Press too early and the game reads it as a block, holding you in blocking stance for about a second. Some enemies attack faster than that window, forcing you to dodge instead of parry.

Camera and lock-on problems. The camera can begin spinning on its own, with the only reliable fix being to exit to the main menu and reload your save. When locked on, attacks can rotate clockwise around the target instead of hitting it, so normal attacks, ripostes and abilities miss. Immersion mode's tighter field of view behaves unpredictably; switching to action mode usually fixes it.

The early game is a harsh reset. The tutorial hands you a Shell, revive, Shell ability and bonus stats — and strips all of it away immediately after the first boss. You are left with no armour and the basic Iconoclast, no indication of where to go, and enemies that look like tutorial enemies but kill in two hits until you find your first Shell.

Progression decisions that break genre expectations. Bosses can be walked into with no fog gate and no warning, and you are locked in the arena even for optional fights. Interacting with a beacon automatically rests, which heals you and respawns enemies — so you cannot bank Tar and upgrade safely. And there are no individual stats to level: no strength, dexterity or vitality. Progression runs through Shell bonds, Tarstones and item upgrades instead.

Several of these issues were present in review builds and were expected to be addressed by the day-one patch. Whether the shipping build still has all of them is Unbestätigt — check the Patch Notes page.

Who should buy it

Yes, if you enjoy Souls-likes with weighty combat, atmospheric world-building and focused progression — and you are happy with a 40-hour game at a AA price rather than an enormous open world.

Be careful if you expect traditional Souls conventions: individual stats to min-max, fog gates that telegraph danger, and bonfires that let you level without resetting the world.

Wait if you are sensitive to technical problems. The camera and lock-on issues are real, they interrupt flow, and they may or may not be fully patched depending on when you read this.

Snapshot

MetricValue
Review score we could source9/10 (one full PC review)
Steam ratingMostly Positive
Positive percentage~78%
Review count~5,608
Price$49.99
VerifiedAugust 28, 2026

Still unconfirmed

A complete critic aggregate — there is no verified Metacritic or OpenCritic score in our sources. That page exists and says so explicitly rather than inventing a number.

Quellen

Fan-Wiki. Nicht mit Cold Symmetry oder Playstack verbunden.

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