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Middle-earth: Shadow of Mordor (2014, Playstation 4) Review


ONE GAME TO RULE THEM ALL


Also for: Linux, Macintosh, Playstation 3, Windows, Xbox 360, Xbox One


We have all played droves of these open-world adventures before. You know: action, stealth, random loot, endlessly respawning enemies, climbing mechanics, collectibles, quest markers, generic story - the list goes on. How can Middle-earth: Shadow of Mordor, which consists of so many of these recycled gameplay elements, engage me so much? Well, the answer might lie in the execution. If the quality of a movie doesn't lie in what it's about, but in how it's about it, can't the same be said about games? 

Shadow of Mordor contains just about all the usual open world tropes, but you get to experience them through mechanics tweaked to perfection and silky smooth controls. Another thing worth considering is that it doesn't meander. My playthrough clocked in at "merely" 24 hours, even as I went the extra mile to collect all of the pointless trinkets and Ithildin door poems, and finished more than half of the optional side-content. It ends long before the fun gameplay has worn out its welcome.


And it does more than just polish and recycle. It actually throws something unique into the mix, giving it a strong identity in the overcrowded open-world market. The brilliant, so-called Nemesis system procedurally generates an endless horde of enemies, each with unique looks, names, personalities, motivations, strengths and weaknesses. As you proceed through the game, they grow more powerful through their victories until you finally defeat them. Even as the written storyline and characters feel bland, the Nemesis system creates a super-engaging systemic storyline on the side.

These three elements - neat polish, great pacing and inventive enemy design - combine to elevate a seemingly unremarkable game to great heights, even to this day when we're fast approaching the game's tenth anniversary. Never mind that the written story doesn't hook me, nor that the characters are bland and shallow. The cinematics are short, to the point and leave room for me to spend most of my time doing the things that matter.


The title reveals that the game takes place in J.R.R. Tolkien's fantasy realm of Middle-earth. And to those familiar with the lore, the mere mention of the land of Mordor doesn't exactly elicit inspiring natural poetry - it's basically a Hell on Earth. Everything is scorched, meaning the only "colors" are different shades of grey and brown. With such expectations, the second half of the game surprised me with a fresh visual overhaul as I opened up a pathway into the heart of Mordor. At least it invigorated the color scheme a bit.

In Shadow of Mordor, you control Talion, a ranger of Gondor, who stood watch at the Black Gate as it fell to the dark forces of Sauron between the events of Tolkien's The Hobbit and The Lord of the Rings. At the onset, we learn that Talion, along with his wife and son, got executed by Sauron's henchmen. With his last breath, he assured his family that they would meet in the afterlife, but destiny had other plans.


Talion soon reawakens as a restless spirit on the same spot he died. By his side another spirit appears, one of an amnesiac elf seemingly as befuzzled about the situation as Talion. They both decide to avenge Talion's death by searching for the perpetrator, whilst trying to learn about the elf's true identity. Without spoiling much, I can reveal that he turns out to be a seminal character in Middle-earth lore. And he's not the only one of importance you'll come across.

As soon as the introduction is out of the way, the game quickly reveals how much Monolith Productions was inspired by Assassin's Creed. But Shadow of Mordor outshines its source of inspiration on almost every front, with much improved controls for combat, stealth and exploration. Although the written story does nothing for me, the game offers me a lot of leeway to craft my own legend through its bitesize mission structure. The pacing is great, and although the world design lacks aesthetic splendor, it has a playground appeal that fits the gameplay systems like hand in glove. It's quick and easy to traverse and exploit.


Again, the greatest feature is undeniably the brilliant Nemesis system, which creates dozens upon dozens of unique, randomly generated Uruk captains. They all have their own motivations, grudges and alliances, forming an innate hierarchy, all competing for the top spot in every region of the game world. In all their self-obsessive individuality, they all have that one ambition in common - a fact that Talion is quick to exploit.

Your task is to disrupt and manipulate the enemy's growth by different means. And any Uruk that would survive his encounter with you will remember you. If one of them kills you, he quickly advances through the ranks, grows in stature and becomes even more powerful. His stats increase and he might gain bodyguards, new abilities and better equipment. And after you resurrect, he'll taunt you and gladly fight you again with renewed confidence and better support. Out of variables like that, the game spawns endless sidequests, bossfights and fun situations. 

Every time you encounter one of these captains or warlords, the game hilariously introduces your opponent as if you're about to enter a boxing ring, with the crowd chanting his name. It reminds me of the "Maximus!"-scene from the movie Gladiator (2000). If you gather enough intel, you should know the best way to defeat them - they all have certain weaknesses to exploit, some of which may even cause them to flee in panic. The way you can manipulate them, assassinate them or even recruit them and then level them up makes for countless hours of enjoyment. It's possible to farm a veritable army of Orcs and Uruks and trick them into fighting each other.


The combat engine itself is a more streamlined version of the one from the publisher Warner Bros' own Batman: Arkham Asylum, with added bow- and mounted combat mechanics. They are unremarkable, which is another way of saying they work well, but add nothing that we haven't seen before. It is nevertheless fun to sneak around the numerous enemy camps, shooting explosive barrels, rattling up hornets nests or setting free trapped beasts to even the odds before going in for the kill.

My gripes are minor. The climbing mechanic, although relatively swift, still feels a bit clunky at times. The ending is a snub and felt very rushed, with one of the most anti-climactic final boss fights (if you can even call it that) I've ever seen. The story is full of clichés and has a vibe of fan fiction to it, although the voice acting is excellent and the animation and sound design is great for its time. Also, I think the game could've done a lot more with the collectible herbs and different status effects.

But we got what we got, which resulted in a game I wouldn't have missed for the world. This was actually my second playthrough, and all the skills I've picked up since the first one made the game even better. Contrary to what you might expect, Shadow of Mordor isn't food for thought, it's a feast for your lizard brain. The experience grows with player skill, and all the systemic fun the Nemesis system provides makes Shadow of Mordor a must-play as a sandbox experience.

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