“This Has No Right Looking This Good Yet”
Booted this up on my ROG Ally first. Sat there for a second. Booted it again later on the Strix G16 just to be sure I wasn’t imagining things.
Nope.
Still looked ridiculously good.
That’s the first thing that sticks with you. Not in a flashy, over-the-top way either, more like everything just feels tight. Clean animations, sharp design, no nonsense. It gives off this weird confidence for something that’s technically not finished yet. Like it knows it’s onto something.

Somewhere Between Stylish and Brutal
Trying to describe it is a bit awkward.
Yeah, you can say it sits between Mortal Shell and Devil May Cry, but that doesn’t fully land. It’s slower and heavier than one, way more aggressive than the other.
What matters is how it feels.
It wants you to get in there, take risks, play a bit reckless… and then punish you when you mess it up. Which I did. Repeatedly.
Still went back for more.

Combat That Gets Its Hooks In
This is where I lost track of time.
Fights are quick, punchy, and just satisfying in that instinctive way. You stop thinking after a while and just react. Dodge, strike, reposition, mess it up, try again.
There were moments I caught myself leaning forward like I was playing something competitive, which is always a sign the game’s got me.
The scoring system adds a nice bit of pressure too. Not in an annoying “play this way or else” kind of way, more like a quiet nudge saying, “you can do better than that.” And yeah… I kept trying to prove it wrong.

Movement, Style, and That Loop That Won’t Let Go
Getting around feels great. There’s a flow to it that makes downtime between fights almost nonexistent. You’re always moving, always doing something.
Character designs deserve a mention as well. Nothing overly complicated, just strong, memorable silhouettes that actually stick in your brain after a session.
And the loop? Dangerous.
I told myself “one more run” about five times in a row. You know how that goes.

Then the Cracks Start Showing
After a while though… you start noticing the gaps.
Runs begin to blur together a bit. You start seeing the same patterns, the same options, the same outcomes. It’s not that it’s bad—it just needs more. More variety, more builds, more surprises to keep things fresh.
There’s also a bit of roughness here and there. Nothing catastrophic, but enough to pull you out of the moment. A dodge that feels slightly off, an animation hitch that shouldn’t be there.
Little things. But they add up.

Can’t Stop Thinking About It Though
Here’s the thing—I wasn’t even fully sold while playing it.
And yet, after I stopped? Kept thinking about it.
That usually means something’s working.
Morbid Metal already feels like a game that could properly take off if it gets the content it needs. The foundation is solid. The combat’s there. The style’s locked in.
It just needs more time to breathe.
Right now? Bit rough, very cool, and absolutely one to keep an eye on.





