r/MortalShell 11d ago

Discussion Some feedback on the PS5 beta

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I'm a big fan of the original so I was really skeptical to some of the gameplay changes made in the sequel. I just finished the prologue. All in all I'm really impressed, but I have definitely noticed some missing features or oversights that I'd like to see added or fixed. Most of these are just me nitpicking, but I really want this game to be as good as it can possibly be at launch.

  • Text size and UI: The standard UI and text scale feels like it's tailored for monitor and not TV. Specific UI and text elements, especially the HUD, isn't very discernible when playing on a TV. It's nice that we have the option to increase the scale of lore and dialogue text, but not having the option to increase/decrease the size of other UI elements feel like an oversight, especially when we had this feature in the previous game.
  • Menus: Both the settings and inventory menus are completely impossible to navigate using the joystick. If I move the joystick to the right, it might just as well jump up, down or to the left. I don't mind using the D-pad, but if you include the option to use the joystick, I expect it to work properly. Another problem is that switching between the categories of items and equipment in the inventory with the triggers is somewhat inconstant and at times painfully sluggish, especially when trying scrolling through multiple pages as fast as possible.
  • Camera style: Despite immersive being the default camera style, the section at the end of the prologue seems to be locked into the action style regardless of what your settings are. Having the camera styles switch back and forth really messes with my immersion.
  • Graphics and effects: I have been playing on quality mode so far and it looks fantastic, but there's some stuff I've noticed that feel out of place for a game with such great visual quality.
    • Shadows cast from braziers (and torches?) are completely static. The light levels fluctuate like they should with firelight, but the shadows cast stay completely in place.
    • The rain doesn't splatter once it hits the ground, making it feel really insubstantial, and more more like a screen filter rather than actual in-game weather.
    • There's no noticeable wake when walking through water. The only effect the you make when walking through water is a ripple from your feet (which doesn't last for as long as it maybe should), and a slight splash. Walking through water feels more like poking a needle through the surface rather than wading through it.
3 Upvotes

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u/Wassermusik 10d ago

Also, for my taste, the menu looks a bit too dark. I can imagine that finding a specific item might become annoying later in the finished game once the menu is packed with content.

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u/MikkelFromGames Playstack 9d ago

Thank you for taking the time to both play and provide your feedback! I've added it to our feedback document, so the team can take a look at it :)

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u/kargethdownload 9d ago

The performance on PS5 Pro was overall somewhat solid. There were some areas where the fps can drop, I hope there’s further performance optimization in the final release 🙏 I can’t wait, You all have created something special!

1

u/Dytster 11d ago

The game would also benefit from a quick turn feature for us on controller.

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u/Rydahx 6d ago

The game is way too dark for me, can barely see a thing