A Big Butt and A Big Deal—Impressions of the Mortal Shell 2 Reveal Trailer

No grave is animated

You’re buried all alone

So let her work a wonder

And wake your flesh and bone

Powerwolf, “Resurrection By Erection” (2009)


A pre-release promotional image and possible gameplay still from the upcoming video game Mortal Shell 2—It depicts a dreary, rocky, misty, rainy scene in front of a stony ruin of some kind. We’re looking toward the ruin from behind the back of the player character, a robed, seemingly female figure with eight intricate ornamental horns on her head and high heels on her feet. She’s holding up a long, thin, spear-like weapon while facing down three enemies: two smaller humanoid creatures with curved swords and something like horns of their own (or possibly the tattered remains of their head flesh) and a third, noticeably larger, hooded humanoid enemy with a long wooden staff in its left hand and an open-top container of what looks like human skulls on its back, held in place with multiple chains that loop around the creature’s shoulders and torso.

One “promise” implicitly made by the currently available Mortal Shell 2 pre-release material is that this game will remedy the first’s enemy variety problem. Roughly man- sized or shaped enemies like the ones pictured above are almost certainly easier to implement, but the first Mortal Shell was unfortunately short on true monsters. The new trailer in particular shows off a good many enemies of different sizes and builds (and species?).

The 2020 “Souls-like” action-adventure-with-light-RPG-elements Mortal Shell was a video game I enjoyed a lot, despite its noticeable rough edges—especially “The Virtuous Cycle” DLC expansion roguelite mode. I wrote a pretty big review of the original game and then an even bigger review of its DLC. Those are my credentials, in a sense. Poking around on Twitter and Bluesky for reactions to the Mortal Shell 2 reveal trailer from yesterday’s (as of this writing on June 7, 2025) Summer Game Fest, I did see some incredulous, if not derogatory, comments about this specific game or about non-Dark-Souls Soulses in general. I’d like to express my personal hype, though not necessarily in response to those people, by offering some under-informed thoughts on the trailer and what it suggests about Mortal Shell 2 based on my experience with the first game and what I would personally want or not want from a sequel. I’ve watched the trailer a few times now, and will watch it plenty more over the next few-plus months, and this is one of my most anticipated upcoming games at this point.

One question I keep returning to is how Mortal Shell 2 the actual game will compare with the trailer(s) this time. I revisited some of the old Mortal Shell 1 trailers for comparison, and I do think the action looks a little smoother in 2’s first trailer, but there’s obviously an attempt to build hype by showing only quick snippets of actual gameplay, with a heavy focus on what seem to be grabs/finishers performed against and by enemies. These would presumably be tightly-choreographed passive-once-initiated actions designed for maximum impact, and they likely do not reflect the true character of the moment-to-moment gameplay. The first game was rougher in practice, in multiple respects, than its trailers suggested, not that this sort of obfuscation via montage-ery is a crime (it’s Standard). The roughness was part of the original game’s… mystique as well. I said the following in the intro to my first piece about it: “Mortal Shell is a sort of Double-A or middle-shelf game. I think it caught a lot of people’s attention initially with its visuals, which aren’t always Triple-A quality when you see it in motion and up close but are still good enough to allow it [to] stand side by side with big studio titles with much larger budgets and teams.” It wasn’t as polished as it looked in what amounted to its sizzle reel(s), but there’s a charm in that, to the right person (read: me). While its position in the Summer Game Fest line-up doesn’t mean anything, Mortal Shell 2 being the first trailer shown further adds to the sense that this one might be “better” in some way. There’s part of me that hopes it “isn’t,” to keep “the rent” “low” (the fandom niche and thus more personally fulfilling), but I would obviously like for it to perform well for the sake of the developers. The hope for a follow-up to a rough-edged, interesting game is always that it won’t have lost its identity in the process of (theoretically) “improving,” so without going too long, prematurely, here are two notable concerns in this vein…

First, there’s no sign in the trailer, as near as I can tell, of the first game’s core “hardening” mechanic—your block, which you could trigger almost whenever, even during most other animations. It didn’t completely trivialize the difficulty since it was on a cooldown, but queuing up an attack, hardening, and then letting an opponent take their own swing first, which would repel their strike and then spring your readied reprisal like a heavy metal mouse trap, was a pretty effective strategy in most combat scenarios. And though it could be tedious, backing away to let your cooldown finish before attempting another attack using the same strategy was a viable way to win fights. I say all this not necessarily as an explanation for the unaware but as evidence for why I could understand if the devs removed the mechanic in the sequel. And yet, it was one of the things that made Mortal Shell unique. In a (sub)genre with a foundational focus on committing to animations and being punished for mistimed or spammed inputs, this subversion of the established conventions was a notable one. It also played along, synergistically, with other mechanical, thematic, and/or narrative elements, like the whole concept of a “Shell” body that your hermit-crab-ular protagonist ghoul hides inside. Being able to assume this defensive posture just FIT well. Without the interesting block, that would leave the other two Souls-deriveds’ defensive mainstays—dodging and, of course, parrying. The first Mortal Shell had a parry, but the sequel may follow the recent trend of leaning much harder on it. My support for this claim/concern is late in the trailer when we see footage of a player parrying multiple consecutive sweeping strikes from a distinctive, grotesque sword-headed creature before the tell-tale red dot indicating an available riposte appears on its body. In the first game, which was often on the slower end of the Soulsian combat spectrum, it just took one parry to expose an enemy to a special strike. Requiring multiple parries makes sense as an escalation of the first game’s design, but I’m kind of tired of parrying as a bedrock mechanic in a post-Sekiro: Shadows Die Twice (2019) world. Lies of P (2023) and Stellar Blade (2024) are both examples of recent games in this style that are arguably victims of (read: made less interesting by) particularly prescriptive parrying as a trendy concept, Stellar Blade especially, which breastures boobily toward a more conventional hack-and-slash approach but stymies speed and creativity by also expecting endless timed blocks. What works as a more acceptable escalation and that might ultimately help still distinguish Mortal Shell 2 from its contemporaries, if the old block is gone, is a new, heavier focus on guns. The first game had a single ranged weapon—the very cute “Ballistazooka”—that took a long time to fire and reload and that required you to be completely stationary. In exchange, you could absolutely obliterate most enemies and sometimes cause their models to Freak Out from the impact. By contrast, Mortal Shell 2 apparently has more guns and offers more mobility when using those guns. I think any comments complaining that it’s “just” Remnant: From the Ashes (2019)—or its sequel, Remnant 2 (2023)—are either deliberately disingenuous or just… silly. Illogical, even. Remnant, based on what I’ve seen of it, is a guns-forward Soulsgame, prioritizing shooting over melee, as the default in combat. I can’t personally say that that’s not now the case for Mortal Shell given the length of the gameplay clips we get in the trailer, but one might reasonably assume that melee is still king, probably by virtue of being “free,” whereas gun ammo probably needs to be purchased or found, in limited quantities, like in the first game. It would be interesting if that isn’t the case (if we can now shoot freely); however, it must needs be stressed that this would be a huge departure from what’s been established as “normal” for Mortal Shell, and I can’t see a video game of this scale taking such a risk. But I’m also open to it as a potential change, if only because I think trying to balance the two tremendously divergent modes of gameplay would result in some fun, janky awkwardness (à la 2015’s Devil’s Third or its 2023 successor, Wanted: Dead).

My second notable concern is Mortal Shell’s RPG status (or lack thereof). I used kind of a convoluted description for the genre of the game initially because, as I discuss in detail in my previous two reviews, I don’t think it is actually an RPG, even under the more flexible definition of today. Put simply, each character/Shell had a few abilities that you could reasonably acquire without trade-offs, and there was no system of EXP used to enhance core stats. My hope is that the second game does not change that set-up, as this would be another shift that would make it more derivative of Souls and less of its own thing. For right now, the game’s Twitter profile bio describes it simply as “A dark power fantasy.” The official website does not seem to have much information currently, beyond more sizzle, but it uses action-y language: “ambitious, adrenaline-fueled” and “Precision meets intensity in high-stakes combat,” for example. Vague as the wording still is, this one other line holds a lot of promise for a fan of the first game: “Possess unique new warriors and unravel their stories.” It suggests that the game is still about ghost-jockeying the corpses of the deceased and then learning about them—hopefully through the established system of accessing snippets of backstory with each ability unlock. We do see the “Foundling” (now “Harbinger”?) get ejected from a body after a giant snail attack in the trailer, but it’s not clearly shown whether you can scramble back into the Shell as before. This was/is another unique twist that’s nicely synergistic and hopefully still present. For one thing, it emphasizes the parasitism at play, that you’re really this other weird Thing that’s taking advantage of someone else. It’s hard to tell from the trailer exactly how many Shells might appear in the new game (whether this will also be an escalation from the first), but a promotional image that accompanies the announcement of registration for the PC beta offers a better (read: easier to parse) look at what may or may not be the complete playable cast.

A lightly edited promotional image for the upcoming video game Mortal Shell 2—It depicts six armored, human-like figures arrayed around a seventh, seemingly naked and apparently male, figure that is posed dramatically (arms down, slightly extended from sides, palms forward and fingers somewhat curled, chin titled as if looking upward, square-shouldered and with a solid-seeming, determined stance). The central figure is unarmed, but the others hold weapons of one kind or another, mostly loosely “medieval” blades or bludgeons of varying sizes, though one seems to be wielding a large, strange crossbow instead. Three of the figures have been roughly circled by me. Of the three, a particularly large, slightly musclegut-ed hooded man and a slender, spike-knuckled woman with ornamental horns on her head have the emphasis directed toward their faces and shoulders, but the third figure has had her ample, armored, posterior and hips emphasized instead.

The familiar “Foundling” may be more shredded than before (its neck and head looked noticeably thicker to me even before I went back to contrast with the appearance from the first game), and there’s the very recognizable, crown-helmed, figure of Eredrím the Venerable visible both here/above and in the trailer. (I see they’ve continued the trend of giving him, the character with possibly the smallest stamina pool in the game, a massive weapon in promotional visuals!) I can’t lie, though—Confirming who is returning is a lot less interesting to me than some of the new additions. I’m very fond of the burly hooded Shell since if I have to play as a man, I want the largest, coolest, sexiest wall of meat-concrete available. The women are still the bigger draw for me, as the first game had no female Shells, and I really like the additional Body Fuckery of having the masculine-looking protagonist inhabiting A Lady. There’s some narrative intrigue that comes with this peek at the cast since one of the Shells looks a lot like Sester Genessa—the level-up lady/Fire Keeper equivalent—from Mortal Shell 1, which would indicate she died at some point. The other (obvious) woman is the one I’ve seen get the biggest reactions online thanks to her prominent(ly featured, in the trailer), metallic rear-end. Credit where credit’s due, she seems kind of thick in general, with a muscular overall look on top of the hyper-feminine, sexualized asspect. She’s the classic video game stereotype of “boob plate” armor typified but with a hint of modern Dommy-Mommy/expressing-arousal-by-way-of-violent-ideation (i.e., “I want her to run me over with her car at top speed and then slowly back up over me again just to make sure I’m really dead.”) influence. I’m most interested in these three Shells. The Sester has been a favorite of mine since Mortal Shell 1 in no small part because the design of the enemy versions in particular is so “modern”/leans the hardest into a certain bondage-y aesthetic (with a harness and spiky heels) that still further differentiates Mortal Shell from similar titles, and that also more explicitly exemplifies the grody, metal music-inspired aesthetics of the game.

“Antisocial” is the descriptive word that has stuck in my head as I’ve tried to capture my feelings about the reveal trailer, holistic like. The grotesque imagery in general could do that, but there’s something about the way that it specifically highlights the aforementioned grab-finishers (and how that’s the part of the video that I find myself rewatching the most). It’s Classic God of War-core—uncomplicatedly mean-spirited in a way that you don’t see as much these days, when even God of War itself has become a somber, slow-walking meditation on the nature of violence and how it's both memetically and genetically passed on from one generation to the next. I’m shocked Summer Game Fest opened with this as opposed to something more “fun” and bloodless in more than one sense of the word. Something more monetizable and that doesn’t make video-game-players look like the poorly socialized violent psychos that they’ve been stereotyped as, historically. Equally surprising is that this game was followed (if we don’t count the eleven-millionth Fortnite update as a real game) by Death Stranding 2, a more artsy-fartsy sort of tease, in contrast, from one of the medium’s biggest, most over-credited creators with film-making aspirations. I would have thought they’d lead with this instead given gaming’s starfucker-ish-ness and obsession with Hollywood-ly prestige. Maybe the contrast is meaningful: Here’s gaming at its most bare-assed and block-headed, and here it is at its most considered and… mature. Plus—and let’s be honest!—Death Stranding 2 is so much more recognizable and primed to sell explosively than the sequel to a charming but kind of middling non-FromSoftware-developed Souls-like with a deliberately off-putting, po-faced vibe. (Mortal Shell 1 is more fun than it looks: See the “Ballistazooka” again, or possibly the merchant Vlas and his pet-able cat, or how you can unlock a joke ending where you just abandon your quest for holy organs to hang out in a swamp and eat rats, drink moonshine, and play the lute. There is a hint of this tonality in the sequel trailer in the form of a lil craven-looking person holding an accordion.) Of course, in music/metal terms, you might say that Mortal Shell 2 is opening for Death Stranding 2 here, implying that it is the lesser of the two. If it’s opening for literally every other trailer that follows, as well, then that diminishes it further.

Or—If we continue ignoring “coincidence,” and/or the explicit segue from host Geoff Keighley’s opening bit and its focus on small developers to a game created by an independent studio, in favor of conspiracy, perhaps the elevation of this particular game is due to a rise in retro sensibilities. Here’s some good, old-fashioned violence The Way We Used To Do It. The venerable, violent DOOM has enjoyed a resurrection recently, and I even saw comments comparing Mortal Shell 2 to those modern titles, thanks to the aforementioned finishers. Gaming, like film, is in the midst of a regressive, conservative obsession with legacy sequels and remakes, so nostalgia-heavy the branches of the thing are scraping the ground. Perhaps Mortal Shell 2, despite being technically new, taps into that sense of a rose-tinted antiquity. Or, in a time of regressive and conservative politics, and during a show where, later, some off-putting frat-bro-coded Guy used “fuckin’” on the Game Fest stage while wearing a “Make FPS Great Again” hat, perhaps Mortal Shell 2’s violence and heavy metal influence pleases and was thus promoted because it appeals to the reactionary elements of the gaming community, whether intentionally or not. I’ve also been thinking of 2015’s similarly chromatically-muted, long-haired and trench-coat-wearing, politically-noncorrect shooter Hatred while watching the Mortal Shell 2 trailer and mulling over the applicability of the word “antisocial.” You could easily see the visual trappings, including the shapely ass armor, as designed to appeal to the smelliest and most “Your body, my choice” sect of Gamers. (See also the aggressively masculine look of the Foundling despite it/him ostensibly being some kind of spirit. Or, in the words of one Bluesky user, which have been stuck in my head for days: “lol mortal shell 2 looks like someone’s pitch was Dark Souls: Finally For Straight Men.”) Some metal acts’ and sub-genres’ performance of hardcore sexualization and grotesquery and preference for imagery that can be seen as reactionary or fascist is part of what makes it a fraught artform. Here’s a specific example from the trailer: There are multiple shots of a giant, very fat humanoid figure in a wheelchair that serves as an enemy in the game. I saw a comment on YouTube describing this character as “game journalist in a nutshell,” the hair-trigger blanket hatred of games journalists being a longstanding dog whistle for reactionaries. Meanwhile, “karen in mobility chair at wallmart looking for manager” is just regular old misogyny and ableism. The character also bears a resemblance to the AI-generated images of large Black women that I’ve seen conservatives share online to “criticize” “DEI” or some nonsense (THIS is what THEY want to put in YOUR media!). Is this Mortal Shell 2 imagery problematic even without those extratextual associations, however tenuous? On the one hand, fatness as a visual shorthand to create gross or villainous characters is old and tired bigotry, but the fact that this is a flame-spewing wheelchair is metal (and Metal) as hell. It’s a great inclusion along with the additional guns because it brings in more technology to pair with the fantasy elements, to better capture the mixed-genre look that I associate with metal album imagery. It serves the game’s aesthetic incredibly well, but is it willfully gross in a way that’s not self-aware? Gauging where the performance ends is part of that aforementioned fraughtness of the music that serves as Mortal Shell’s muse. With a song like the one quoted at the beginning of this piece, you can see the line pretty clearly: “Resurrection By Erection,” however it’s sung or visualized, is clearly at least 55 to 67% joke. Intention shouldn’t necessarily always matter when evaluating or engaging with art, but Mortal Shell 2’s trailer walks an uncomfortable line between a glorious encapsulation of a musical genre that complements gaming exceedingly well (and that I personally like a lot) and problematic attitudes, politics, visuals, etc., spiritually. It might feel marginally less worrying now that there are at least some women represented in the playable cast, but I’ve already said and joked plenty about how at least one of those characters comes across. (And technically you don’t play as a woman—You just inhabit their corpses, which is a gameplay and narrative conceit that can be interpreted… unfavorably.) And that just brings us back to the question of how much the sexuality is in service to loyalty to/an accurate portrayal of the game’s major artistic influence versus how much it could be just pandering to the worst sort of people. This is not unsimilar to letting the YouTube algorithm serve you new metal acts. If you care, you have to ask yourself, How bad are these people when they’re not wearing leather and pretending to be a Dracula or a Viking?

            At the risk of sounding ridiculously accommodating, I might be inclined to argue that I enjoy Mortal Shell primarily for its aesthetic and aural qualities, with gameplay as a secondary concern. I think that despite their obvious sympathies, if not symbiosis, that games still under-utilize music as a guiding influence outside its usual role. Most relevantly to this discussion, I think of Souls-esques’ gaming trailers that use good, cool rock music to sell the experience and create a mood but then don’t actually share much of its character beyond some loose thematic parallels. I associate Dark Souls 2 (2014) with Jethro Tull’s “Locomotive Breath” because of one trailer that I saw a lot back in the day, but the game itself is not very “Locomotive Breath”-like. Dark Souls 3’s “Ashes of Ariandel” DLC’s launch trailer uses a cover of Meat Puppets’ “Lake of Fire.” Lords of the Fallen 2 (2023) has a gameplay trailer that deploys Iron Maiden’s “Fear of the Dark.” In that last case, there is at least some imagery in the game that might be metal-inspired, or that could just be wishful thinking on my part as I was trying to will a Mortal Shell 2 or its equivalent into being. Based on the precedent of the first game, there are other Souls-inspireds that do a lot of the obvious foundational things better (combat, level design, mysterious storytelling, and the like), but the look and sound, especially with the Rotting Christ DLC that replaces the normal boss fight music, are big parts of what made Mortal Shell 1 appealing to me, and they’re what I primarily think of when I reflect positively on the experience. Even if this sequel doesn’t substantially change or improve the original, I still feel extremely Into It as of right now, in no small part because of the aesthetics, and the ass-thetics.

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