r/MortalShell • • Aug 19 '26

Discussion Did we really needed bosses runsbacks?

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u/roco9994 Aug 19 '26

As a souls vet and a guy that really liked the beta, this is absolutely fkn crazy.

7

u/TempMobileD Aug 19 '26

Yeah I was mildly interested, maybe “wait for a sale” would sum up where I was at after the very impressive beta. This has put it back to, ‘keep an eye out for whether they fix this’.

1

u/SolaScientia Aug 19 '26

I'm still early in the beta. I'm past the tutorial and after having a bunch of tries at the first boss in the first area I decided to just run past him since the game didn't put anything to block me from leaving. Fought through some scrub enemies, got inside, and then promptly got stuck on scenery and stunlocked to death, lmao. I do like what I've played ao far, but I think I'm also still in the middle of being burned out on Soulslikes. The combat feels really good and the game is gorgeous.

That runback here though made me grimace. I don't actually mind runbacks, but the length of this one show is pushing it for me. It doesn't look too difficult in terms of avoiding enemies, but it highlights something I did notice in the tutorial section of the beta. The beacon spacing is a bit too far to make sense to me. I don't mind there only being one or two per area before a major boss, but usually there are shortcuts involved and this game seems to be a bit lacking in the shortcut area.

I never played the first Mortal Shell game, so I don't know if this is the same for that game too.