Reviews from

in the past


Morbid es un soulslike tosco de principio a fin, desde los menús a los combates. Corto y con una dificultad asequible, su universo y su historia son olvidables, contando con una narrativa muy pobre. Habiéndolo completado, solo puedo decir que es una experiencia para echar el rato. No está mal, pero tiene un sabor profundamente genérico...

a fairly mediocre pixel souls like but I kinda liked that it wasn't that hard

Simplesmente um souls like 2d com lovercraftiano, monstros e cenários são lindos no pixel art, mas chegou uma hora que me cansou simplesmente e perdi a vontade de finalizar, estou saturado de souls like pra falar bem a real

Pretty competent isometric souls-like. The controls really need getting used to, but once you get the hang of it, it slaps.

Mainly used fist weapons, since the actual attack speed rivals that of lords of the fallen, which really shits on the fact that the enemies can combo you before you have the time to finish your 3 second attack animation.

The soundtrack didn't seem all that noteworthy, nothing really stuck.

The artstyle is absolutely beautiful in all of it's gory details and animations. The lore is a bit lacking, but seeing how short of a game this really is, it's no biggie.

A big biggie is the actual combat. Apart from the mentioned attack speed criticism, the hit detection is worse than dark souls 2, you can absolutely cheese enemies by attacking them from below or above. The damage values on weapons are completely random in the sense that I use a seemingly stronger weapon with more or less the same buffs, but get a worse dps.

The dependency on shrines is absurd - you have a map, but some parts of it are stylistically burnt off, so you don't see all of it and kinda have to guess the route you're going to take. The map can only be viewed at the shrine. Any blessings can also be changed only at the shrine, which really limits the maneuvrability of any situation.

All in all, is pretty good still and the pros outweigh the cons for me at the end of the day.

it's like they had a design doc that just said "Bloodborne" and that was the end of their creative streak. From visuals, music, and style it is so blatantly Bloodborne that hearing melancholic violins makes you roll your eyes from how hard it is trying. I have no issues with a game trying hard, I'd rather a game try than be bland shit, but when a game is trying THIS hard to be Bloodborne it becomes bland shit.

This game isn't shit either! The graphics are beautiful, animations are fantastic, and there is some fun gameplay here, it just does nothing to stake its own identity outside of how obsessed it is with being a different game all together.


Reviewed on 08/17/21

Man, where is the PSVita when you need it?
Morbid is the first isometric Soulslike that I've played, but beyond that there isn't much in the way of originality here. While I wouldn't necessarily consider an isometric Soulslike unique, that one shift in perspective looks inspired compared to every other mechanic and visual flourish held within the 5 hour runtime. I'm sure there are more elements lifted that I'm not remembering, but from memory, Morbid houses Dark Soul's circle-strafe to win mechanic, Dark Souls 2's healing system, Bloodborne's Lovecraftian design, and Sekiro's deflection ability. Sure some of those may be favorite aspects in the genre, but when placed side by side with each other and an experience that doesn't care to differentiate itself, you really begin to see why certain aspects work so well within their games and often times don't move from series to series. Dark Souls 2 is built around its use of the Estus Flask and the Life Gems giving the player more healing ability after the removal of the original's circle-strafe method. If it were to have both, the balance of the game would shift making it entirely too easy...Morbid has both.
Judging the game on its own merits, however, there are things to like here. I particularly found the boss designs fairly interesting outside of one boss who is a near exact copy of Bloodborne's Orphan of Kos. There was one boss in the Concert Hall in particular that I actually found to be well designed, wholly unique, and a blast to fight. Unlike the other bosses in the game, it focused more on crowd control and stage hazards, which, had they leaned into throughout the runtime, could have differentiated the experience.
However, once you're out of the boss fights and left to wander the world again, it becomes painfully clear how the game was more built around boss encounters. The maps are dreadfully empty and I found myself lost more than once on my journey as there were few landmarks to differentiate different parts of the locale. And you'll be wandering through a lot samey woods and swamps if you plan on finishing all of the (tedious) side-quests like I did. Though if you’re only interested in getting the Platinum Trophy, the side quests are of no worry, which feels more like an acknowledgement of how flawed the quests are than intended.
There’s a good game buried somewhere in Morbid: The Seven Acolytes, and it’s called “all of FromSoftware’s catalogue”. That may seem a bit harsh, but if you needed an example on how this game gives you too many tools for survival to the point of the game losing all challenge, look no further than the fact that the final trophy I earned was for dying 100 times…and I had to grind it for a while.

O jogo tem problemas de design de mapas e por menores quando falamos de mecânica, mas tem uma incrível ambientação lovecraftiana e reconhece sua capacidade sendo extremamente enxuto evitando a fadiga ou mediocridade

The style and ideas are well crafted, but he sluggish controls and boring combat made me abandon it after the first third.

Don't play it.

Morbid: The Seven Acolytes is an isometric soulslike with a Lovecraftian Horror theme. If you enjoy the lovecraftian genre, there is plenty to like here visually and in terms of the game's lore. The setting, the characters and the items are described in great detail within dozens of entries for those interested in that. The soundtrack is also quite good.

Unfortunately, I didn't quite enjoy the gameplay in this one. It's pretty simple and repetitive but relatively enjoyable when you're fighting normal enemies, but falls apart whenever you are facing bosses. A big issue for bosses is that hitboxes (for both you and the bosses to be fair) are quite unfair. A boss might just slash to its side, but will still hit you even though you are below or above the boss, making it unpredictable at times whether you are within reach of the boss or not. In addition, bosses can have charge attacks, in that they just rush towards you. If you don't know that they will do this and don't preemptively run away far enough, there is nothing you can do and you will get hit. There is no way to dodge, parry or block, you can only be far away from the enemy before they charge up.

As a soulslike, Morbid: The Seven Acolytes unfortunately does lots of things wrong, or at least in ways that I wouldn't dare to do them in this genre. For example, the game has to separate its seven or so areas with loading screens. So if you accidentally walk to the edge of a map and enter a different world, getting back to the previous world will not only take 30+ seconds, but it will also reset all the enemies on the map. While doing so, your health and item charges DO NOT refill, which is quite unfair. It's not gonna happen a lot, but it happened multiple times to me, so worth a mention.

Worse offenses are that resting at "bonfires" triggers a loading screen, maps don't show you where you are exactly (which is an issue because so many areas look the same due to the game's low budget and some areas are pretty big) and bossfights always play the boss entrance cutscene, no matter how many times you attempt it, so you spend 10+ seconds on the first boss for every attempt for example. Some take less time, some probably longer, though I didn't finish the game.

I'd say it's worth checking it out, if you already own it, and perhaps worth it on sale, if the positives about this game sound appealing to you, but it's not a soulslike I would recommend.

O estúdio Still Running leu Lovecraft, mas não o compreendeu. Morbid: The Seven Acolytes é uma carta aberta, por ironia, do desconhecimento dos desenvolvedores sobre o tema abordado. O jogo utiliza as criaturas para horrorizar em seu design, mas esquece do valor de suas existências enquanto terror. Montam seu game design com base na franquia souls, porém não entendem que vencer algo sem importância não gera realização.

Finalizado essa crítica relatando que esse jogo é uma experimentação fracassada do gênero. Uma tremenda superficialidade em seus levels, inimigos 2D que atacam em uma direção, mecânicas criadas apenas para inflar as habilidades da protagonista e uma narrativa que tenta se justificar através de artes e escritas, mas se desmancha quando entra em contato com o jogador, afinal a imponência da incompreensão se revela uma tremenda chacota.

M orb ID

I started off liking this a lot, towards the end I was ready for it to be over, it scratched a soulsy itch that was quite nice but did also make me go 'I wish I was playing bloodborne'

Morbid makes a fundamental error that I only discovered by watching a YouTube video. The parry mechanic in this game is as important here as it was in Sekiro, but it is never presented as such. A perfect parry followed by a quick attack can one-hit kill damn near every enemy in the game, but its "tutorial" process does not emphasize its importance. Morbid changed completely when I started getting up in enemies' faces (even the really large ones) and parrying everything. It actually became fun, and I got the feeling of badassery that comes with most Soulsbornes when you click with the mechanics.

The game has other issues. A large area in the middle of the game is a navigation nightmare. Essential functions like pulling up maps and swapping buffs can only be done at shrines. Fundamentally, Morbid manifests its difficulty in obnoxious and inconvenient ways, rather than through smart game design.

This game is currently in the Humble Choice for November 2022, this is part of my coverage of the bundle. If you are interested in the game and it's before December 6th, 2022, consider picking up the game as part of the current monthly bundle.

A Pixel-art Souls-like.

Another attempt at the popular formula, Morbid: The Seven Acolytes goes with a more stylized look, but a recognizable combat system. Morbid has a heavy focus on parries and stamina management rather than dodges, making it similar to Sekiro: Shadows Die Twice. There are also only minor penalties when players die and an absence of corpse runs to regain lost items which reward more experimentation.

Morbid: The Seven Acolytes can feel great when the player nails the system, but frustrating when the player runs out of stamina without realizing it. Parries are so essential that it’s hard to overstate that, but the difficulty here is pretty reasonable. However, the early enemies were not as impressive, and I hope to see more variety after the first Acolyte, at least I hope so.

Pick this up if you like Souls-like games, and enjoy these graphics, the game is very bloody, but in this pixelated style. Still, this is a pretty interesting take on the formula and I look forward to seeing even more.

If you enjoyed this review or want to know what I think of other games in the bundle, check out the full review on or subscribe to my Youtube channel: https://youtu.be/sFC7gi3ZDQc

Less than half the people who have played it have beaten the first acolyte, according to global achievements on Steam. Believe me when I tell you that it isn't because of difficulty.

If anything, Morbid feels too easy. It also feels strangely empty, despite all the enemies that are around. There's NPCs with quests, but at least in the first several areas, they're extremely sparse.

There's no map access while wandering past shrines and trying to find your next shrines. And that's really all it feels like you're doing early on. There's a number of shrines and you can fast travel between them once you find them, but you can't even "level up" until you beat the first acolyte, but leveling up is also just raising the power of blessings you get (which initially, you get three and can only equip two at a time -- I don't know if this increases or not).

I beat a miniboss at one point and got a big-boy sword and equipped it immediately, since I noticed it only swung 15% slower for speed than the one I was using. I took ONE hit from that miniboss, only because I needed to see what an attack from it looked like. After that, I just used the Heavy Attack to one-shot most enemies and poured all my runes into that big-boy sword. Fought the first acolyte and he did some damage by running into me a bunch of times, but he never hit me with a single swing. Just heavy slash from above or below, roll further up or down away from him and rinse and repeat until we call it a day.

That's the biggest problem I've run into so far -- enemies do a decent job of covering their bases on the horizontal axis, but if you attack them from above or below and just remember to save enough stamina to roll at least once, you're never getting hit. It doesn't even feel skillful when I evade them -- I just feel like I'm being rude and not actually engaging them in battles they clearly want.

I'll definitely continue it at some point, but it's rather underwhelming as far as games in my backlog go.

Morbid is essentially an isometric 2D horrorpunk action RPG, which sounds good to me! Nothing was absolutely amazing, but I liked my time with it a lot. I would say it's really accessible as well and I have to give credit to the devs for making something like this and consistently delivering patches to optimize the experience. It took me about 10 hours to get the platinum.

Toma elementos narrativos y jugables de su mayor inspiración (Bloodborne) y lo ejecuta de buena manera, aunque su mayor defecto es la falta de refinamiento en el sistema de combate, el sentido de exploración y el desafío, no es para todos pero es disfrutable como una visión de lo que sería el 2D del juego que toma su inspiración.