"Damn. Are they ever going to make a Shadow of Mordor sequel? That game was incredible!"
It's a game that has stuck with me for a while and I always look back on it with great fondness, surprised that it's not only a fantastic licensed game, but an ambitious one too. A sequel to it was overdue, but I hoped it was because they were taking their time to do it right.
Low and behold, a sequel was announced AND it was coming rather soon after the initial announcement (a rarity in gaming, but a welcome change). From the get-go, it was clear that Shadow of War was equally as ambitious, taking the game-changing Nemesis System from the original, playing with it in more unique ways, and giving us outright...well...war.
The outcome is an equally, if not more ambitious sequel that grows what came before it into an immensely large and full game packed with content. As is the case with most sequels, the defining characteristic (i.e. the Nemesis System -- you'll hear it mentioned a lot) has less of a ground-shattering impact, but that's been grown and traded for some cool additions that make Shadow of Mordor look like the pre-game to the full blown party.
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I added Bane/Mad Max to my army! Score! |
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Cool to have in the game? Sure. Makes any sense as to why? Not really. |
Additionally, and unrelated, the gameplay gets stale-ish faster this time around and the increased size means that you have to do a lot of things more than once. I emphasize the "ish" of the stale because I still absolutely playing the game and it's one I plan on sinking a lot more hours into, but I do find after extended play sessions -- around 2+ hours -- that I'm ready to put the game down and do/play something else. Part of that is because of the sprawling map that creates several different branches of Nemesis hierarchies, requiring you infiltrate and impact each hierarchy separately through different, yet similar methodologies. As the game progresses, you'll get more and more tired with navigating these hierarchies and I almost wonder if the game would have been better served with one HUGE hierarchy (all displayed in one screen) for similar effect. It's a bit disheartening to clear and liberate one region only to enter a new one with absolutely no Nemesis characters revealed.
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Visual Aid #1: [Insert "Don't LOSE your head joke" here] |
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Visual Aid #2 |
Shadow of War, much like its predecessor, has an ace up its sleeve though: gameplay. While there were times I felt far more overpowered this time around (leading to some of the boredom), there were also insane difficulty spikes that served me up gruesome deaths on a consistent basis. Death in games frustrates me when it feels cheap and I rarely felt that when I played Shadow of War. Instead, death excites as it shifts the Nemesis system and makes whatever orc who killed you that much more powerful. The game throws a lot more at you this time around with certain scenarios having 20+ orcs, 2 or more captains, archers, spear throwers, trolls, and more creatures trying to kill you. All at once. I definitely...ahem...perspired on more than one occasion here. Even at Talion's most powerful, with many useful powers unlocked, the game's challenging moments are just that and your agenda will quickly change from "kill everything" to "holy s**t I misjudged this -- I need to survive". The combat remains mostly the same but feels a little tighter this time around and I felt the overall flow, between stealth, platforming, and swordplay was smoother.
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Certain moments can be pretty |
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Mordor-Mart: Where orcs are always HALF off! |
I'd be ignoring a huge aspect of the game (and one of my favorite parts) if I didn't mention the sound design, specifically on the PS4. Despite some of the exclusive nifty features you get with the controller's speaker, the overall sound design is fantastic with monsters, swords, and arrows all sounding great, not to mention the Lord of the Rings-inspired sounds (i.e. voices of the Nazgul). But with the PS4 controller, the game filters certain sounds into it to great effect. Certain sword clangs will ricochet out of the plastic in your hands and even the loading screen's voice will slowly (and seriously eerily) transfer from the TV speakers to your controller speaker. It's a treasure to see a multiplatform game utilize the awesomeness that is the PS4 Dualshock 4 to higher potential and it's something that I wish more games took the time to do, small as it may be.
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The above represents an accurate portrayal of my work week... |
CONS
- Mostly barren, empty worlds that aren't all that visually appealing
- Graphics are sacrificed for size of scale that may not have been totally needed
- A story that only features moments of greatness and a handful of cool, but unnecessary cameos
- Multiple Nemesis Systems to take over = painfully completing a lot of similar tasks in each new area. I think the game would have been better served, even if it was just visually, by having one LARGE Nemesis System to tackle
- During times with low enemy counts you almost feel too powerful. Like a game with all the cheat codes turned on
- Odd abilities system that is a little too restricted. By the end of the game I had chosen all the best abilities (IMO) and had 14+ unlock points left because you can only use one at a time in certain branches. Something wasn't well thought out here...
- The gameplay is still highly addictive and rewarding. Moments with lots of enemies, captains, and creatures on screen are some of my favorite gameplay moments of the year
- Fair difficulty spikes that never feel drastically unfair
- Death still "rewards" you
- Consistently runs smooth
- Useful unlockable powers and appreciated gem/weapon/armor upgrade system
- The increased scale of the game provides some crazy additions. Forming your own army and laying siege to a fortress in attempt to capture it feels like total LotR war
- Parts of the story shine and the LotR license adds an extra excitement element to this game
- The Nemesis System still remains the best "next gen" innovation since the PS4/XBone began
- Well integrated and unobtrusive online play
- Amazing sound design, especially on the PS4 by extra utilization of the DualShock 4's speakers
- Consistently fun, crazy, bloody, gory, and intense -- it's still a dream of a LotR game
Rath's Review Score | 8.5/10
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