

I do wish the plot shared the playfulness found in individual encounters with orc leaders. Unlike so many open-world games, Shadow of War is holistic: Practically everything you do feeds into the larger quest to conquer evil, whether it’s training allies, grinding resources or toppling effigies. I need to save somebody or someplace or something that, should I fail, will mean doom inherits the land. For the most part, I could track why I was required to pop orc heads like thousands of juicy grapes. The main story is predictable and self-serious, but I appreciate the establishing of stakes. Did the story bother you at all, Chris, or were you able to mostly ignore it for the sake of that sweet Middle-earth gameplay? Monolith Productions/Warner Bros. Every time the game gave in to goofy, cornball antics - some of the stuff I expect will turn off intense fans - I actually enjoyed it more. If anything, my annoyance at Shadow of War’s storytelling stems more from how self-serious and stuffy it is. I’ve read a few Tolkien books, I enjoyed the Lord of the Ring movies, but the lore stuff doesn’t matter to me. I should probably make it clear here that I am not one of those hardcore fans. Tolkien in some ways - while the first game seemed comfortable existing on its own as some sort of what-if scenario, Shadow of War seeks to bridge the gap between The Hobbit and the proper Lord of the Rings trilogy - yet it manages to be more extreme in the liberties it takes with the established lore of the series. It’s closer to the original works of author J.R.R. If you’re a longtime Lord of the Rings fan who found Shadow of Mordor’s looseness with canon distasteful, this sequel is only going to make you angrier. Along with a rotating cast of green-skinned brutes, Talion and Celebrimbor team up with a bigger group of allies in this game, including the elven assassin Eltariel and a mystical wood spirit named Carnan. (Spoilers incoming for that game’s conclusion in 3 … 2 … 1.) The undying human ranger Talion and his ghostly elf companion Celebrimbor have forged a “New Ring,” a powerful weapon to help them fight back against the dark lord Sauron and his endless army of orcs. Middle-earth: Shadow of War picks up shortly after the goofy twist at the end of Shadow of Mordor. To tackle a game as big as Shadow of War while acknowledging how beloved its predecessor was, we decided to have two editors handle this review: reviews editor Phil Kollar and executive editor Chris Plante. In fact, Monolith focuses in so much on this aspect of the game that it loses the plot in other parts - like, well, the plot. Now, it has expanded it to include even more orcs of a wider variety of personality types, and more interactions and options for building your personal army. The Nemesis System was something delightful and totally new in 2014, and it was enough to earn the game a spot on our game of the year list. Stories emerge procedurally rather than through cutscenes each player experiences their own tale about the one Uruk they just can’t keep down, or the enemy whose hand they cut off only to have him return with a hook for a hand. Enemy captains and warchiefs are imbued with entrancing and often hilarious character. The armies of orcs that would normally be nameless, personality-stripped bad guys are transformed. Though it appeared in marketing materials and press events to be a tonally incoherent cash-in on a beloved intellectual property, Shadow of Mordor introduced one of the most astounding design innovations in the past decade of game development: the Nemesis System.ĭeveloper Monolith Productions has, of course, returned to the this brilliant system in Shadow of War.

When Middle-earth: Shadow of Mordor launched in 2014, it was a surprise, if not a revelation. Middle-earth: Shadow of War is an extraordinary game: in its complexity, in its ambition and perhaps most of all, in its undeniable messiness.
