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Giant Bomb Review

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Middle-earth: Shadow of War Review

3
  • PS4
  • XONE

This sequel expands on the vaunted Nemesis system in wildly entertaining ways, even as it falls short around the edges.

The best part of Middle-earth: Shadow of Mordor gets even better in the sequel, Shadow of War. The first game's dynamic "Nemesis" AI system had you fighting against an endless succession of named enemies who taunted you, remembered your exploits, and grew stronger on the backs of their victories over you. What would have been a competent but forgettable game in the open-world mold suddenly became a vehicle for an endless string of personalized run-ins with a bunch of grumpy orcs who seemed to hate you more every time they fought you, and never ran out of venomous new ways to let you know it. In Shadow of War, the Nemesis framework has been so thoroughly expanded that new twists on orc tactics, behaviors, and attitudes were still surprising me after dozens of hours, and the new game gives you even more exciting, hilarious, fun stories about your wild experiences to swap with other players than the first one. It took me half a dozen hours just to move on from the prologue area; I couldn't stop hunting down particular orcs who had wronged me, or just butting into the business they were conducting on their own.

Sadly that luster slowly fades over what ends up being a very long game, and Shadow of War never quite figures out how to build a focused, consistently engaging game around all the energy and dynamism of its elaborate AI machinery. There are so many different quests, challenges, menus, and details to keep track of that the whole thing frequently feels overwhelming, and some parts of the game are a lot more interesting than others. The main story missions are mostly simplistic and repetitive, and most of them fail to make use of what's unique about Shadow of War. In contrast to the dull story quests, Monolith has built a complex conquest and territory-control layer on top of the the Nemesis system that has you customizing teams of orcs, and investing in all kinds of army upgrades in order to take over and then defend several fortresses throughout Mordor. These conquests initially form the deepest and most exciting part of Shadow of War, but the game doesn't know when to quit making you conquer, and you'll likely get very tired of tediously leveling up your captains and defending the same strongholds from yet more randomly generated orcs long before you've seen the ending. (I know I did.) And that's assuming you don't decide to pay the publisher to just fast track better orcs into your game.

The new fortress conquest missions are big, noisy, varied, and exciting.
The new fortress conquest missions are big, noisy, varied, and exciting.

Shadow of War picks up right where the last game left off, with the undead ranger Talion and his angry elf-wraith head-mate Celebrimbor forging a brand spanking new ring of power so they can maraud across Mordor, murdering and enslaving orcs in an attempt to, uh, defend the good peoples of Middle-earth. Or maybe they're more interested in vengeance and power for its own sake? The game flirts with that topic but doesn't fully address it, instead acting as a Lord of the Rings clearinghouse for mostly ridiculous cameos and outlandish, fiction-defying scenarios. Shelob, the giant spider, takes the form of a sensuous lady in a slinky evening dress, because it's a video game. Gollum shows up randomly for a mission or two. Historical events and the roles of supporting characters from the timeline of Middle-earth are moved around and recast in contrived ways. Even the idea of casually popping out a new ring with which to be badass feels like power-fantasy absurdity, in a world where these rings are treated as distant, dangerous, and largely unknowable.

It's not all bad; there's some decent tension between Talion and Celebrimbor at a few points, and I like the weird line delivery of the earth spirit you ally yourself with. But in general I found myself rolling my eyes more often than not. The outlandish comic-book action of these games has always struck me as an odd fit for the melancholy, reserved work of Tolkien, though if you don't care one whit about the work of Tolkien in the first place then you also won't care that all of this is more than a little dumb. I still think attaching these games to a more freewheeling and juvenile fantasy setting like Dungeons & Dragons, or just inventing one out of whole cloth, would have freed them of this baggage and let them gleefully be as ridiculous as they obviously want to be.

Some surprisingly messed up stuff goes on with this guy.
Some surprisingly messed up stuff goes on with this guy.

As before, the real stars of this game are the orcs, and it remains a mystery how Monolith wrote and recorded enough lines of dialogue to generate dozens of them throughout your time with the game, having them show up and comment on an enormous range of scenarios, and still almost never repeat themselves. They have just as much personality as they did in the first game, and they now arrive in vastly greater permutations, with more and more outlandish getups and personality quirks as the game goes on. Want an orc who talks lovingly about the maggots that crawl over and through him, or one who bellows a tune while discordantly strumming a lute, or a giant troll covered in fur? Shadow of War has those and dozens more archetypes, and each orc now has both a character class and a tribe, which makes for a ton of variety in their behaviors. Each captain has a wide range of strengths, weaknesses, immunities, and fears that makes each fight unique, and they also have a seemingly bottomless bag of tricks to play on you, whether it's seizing your best weapon when they kill you, or showing up to avenge their blood brother when you attack them, or tracking you down, to save you the trouble, when you mark them in your menu as a target.

Monolith takes this expanded Nemesis system and stretches it across several different small open-world maps, each one with a fortress housing that area's most powerful orcs. In between story missions, your task is to explore each area and dominate as many orcs as you can, commanding them to carry out missions against other orcs, act as your bodyguard, and so forth on your way to building a strong enough assault force to finally take over the fortress itself. The fortress conquests are the coolest thing in this game, bar none. Each one has you capturing a series of control points on your way to breaching the inner keep and taking on the overlord who runs the whole show. Fortresses have a wide range of built-in defenses, from siege weapons to archers to boiling oil being poured over their walls, and taking control points nullifies these defenses--but also invites one of the fortress's powerful warchiefs into the fray.

But what if you went to the trouble of taking that warchief out before you started the conquest? He, and his associated defense, are already out of the picture. What if you designated one of your lower level orcs as a spy beforehand? He'll show up and backstab the warchief mid-battle. You can also invest in a wide array of assault upgrades of your own, from more powerful foot soldiers to beasts and siege upgrades, in addition to choosing which assault leaders you want to bring into battle. Having this many tactical options makes this aspect of Shadow of War almost feel like a strategy game, if not for the fact that you can usually overwhelm superior defenses just by playing really well once the action starts (though the effects of the decisions you make beforehand are plainly obvious either way). These fortress missions feel big and varied and exciting in a way the main story missions don't.

Building out your assault and defense forces is one of the more tactically engaging parts of the game.
Building out your assault and defense forces is one of the more tactically engaging parts of the game.

Shadow of War's story is actually laid out in an interesting way; rather than one long, linear sequence of quests, the missions are broken up into half a dozen categories that revolve around different little Middle-earth subplots, which have you bouncing back and forth between territories and which occasionally overlap with each other. The trouble is that almost none of what you're doing in these missions is particularly interesting. Most story quests have you ticking off lists of basic activities, following an NPC from place to place and killing a few orcs along the way, or (at best) taking part in simplified versions of the things you're already doing on the dynamic Nemesis side of the game. One of the quest lines in particular makes you carry out slight variations on the exact same objective something like four or five missions in a row. It almost feels like there are two halves to this game that are mostly unaware the other exists, and the story would have been dramatically better if Monolith had found a way to integrate it with the more dynamic parts of the game more elegantly.

In addition to broadening all the Nemesis stuff dramatically, Shadow of War also turns itself into a loot game, since you're continually picking up rare, epic, and legendary gear with slightly higher numbers from the orc captains. This certainly adds more variety to the progression treadmill, and since each new piece of gear comes with its own little challenge you need to complete to perfect it and unlock its full stats and perks, you've always got small goals to work toward in between the big missions. But like much else in Shadow of War, this starts to make the game feel cluttered and overly busy after a while. There are weapon challenges, regional challenges, daily challenges, numerous side missions and collectibles, endless Nemesis missions, orcs to level up... You'll end up spending more time than you may want slogging through multiple layers of menus, and managing your numerous armies of orcs in particular can become a huge chore. I can't believe I'm saying this, but the game would have benefited from a spreadsheet of sorts, to let you sort orcs by level or class or relationship, so you could more easily assign appropriate tasks to the dozens of warriors under your command.

There's no way around the dullness of Shadow of War's main quest, since you'll have to slog through all those bland missions to advance the story and unlock all the game's mechanics, but there's thankfully an entire other game's worth of fulfilling, dynamic action in carrying out Nemesis missions, dominating and pitting orcs against each other, building up your armies, and (ultimately) taking over those big fortresses. That's the real value of this game, and if you're able to overlook the game's flaws, it's well worth showing up for. The biggest knock against all the Nemesis stuff, however, is that eventually even it becomes repetitive as you trudge toward the finale. After you've finished the main quest line, the game forces you to keep grinding fortress defenses incessantly if you want to see the true ending, and by that time, you'll already have done a full game's worth of fortress defenses. It's a great system that eventually starts to feel a bit less great due to overuse and rote repetition.

There's a lot out there to conquer and defend, but you may get your fill of it before the game decides you're finished.
There's a lot out there to conquer and defend, but you may get your fill of it before the game decides you're finished.

With gear to equip and orcs to level up, it's not surprising in this year of our loot box 2017 that Warner Bros. is selling exactly those items to you in blind boxes--nor is it surprising that this has been by far the most controversial aspect of the game. Luckily they aren't particularly necessary or even remotely worth buying. You'll get a nonstop flood of character gear as you play the game--I rarely felt like I had time to settle on a given loadout before I was swapping it around--and there are in-game ways to boost the amount of experience and quality of loot you get, anyway. The one place you might feel pressured to spend money is in that long cycle of post-story fortress defenses, where you need stronger and stronger orcs to hold onto (or retake) all the bases you seized earlier. But by that time, I'd built up so much of the in-game currency that I was able to buy plenty of chests to dispense new orcs without dropping real cash. The bigger problem is simply that this mode exists in the first place, and that the game feels like it refuses to end. Whether the developer thought you'd actually want to replay these missions over and over for fun, or the running time was artificially extended to entice you into spending some money, I can't say (although since Monolith is going to offer an endless version of this mode soon, it's probably the former). The bottom line, though, is the game should end a bit sooner than it does, and once you reach the tedium of the Shadow War you may well be ready to just watch the full ending on YouTube and then walk away from the game.

Despite its flaws, there's a lot to like in Shadow of War. For the most part, the action is as sharp, varied, and fun as in the first game, with its blend of Assassin's Creed stealth and Arkham-style large scale combat. Since every captain has his own set of likes and dislikes, you'll keep finding clever new ways to exploit the mechanics to end a fight quickly--or have the fight end itself, as the various AI and combat systems grind against each other--although sometimes the battles get a little too big and the captains have a few too many immunities to be all that much fun to fight. This core action and the complex systems that underpin it are fun enough to play around with that it's a real shame that so many issues exist around the edges of this package, because those issues eventually started to diminish my enjoyment of the game's good parts. Shadow of War, like its predecessor, rests on a single gimmick, but it's a really good gimmick. When the action is at its best, with the gears of all those AI systems turning smoothly, it still offers an experience you can't get anywhere else.

Brad Shoemaker on Google+

122 Comments

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Assirra

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Game of the year 2014 better in almost every way yet politics and whiney content creators managed to tarnish this games reputation before it even shipped. I'm so tired of angry Joe and Jim sterling every other sentence about shadow of war microtransactionsystem when the actual content of the game is fun and we'll worth the 50 dollars the game costs.

Oh also on a 4k acer predator 32 inch and a 1080 ti this game looks almost as good as rise of the tomb raider not quite but almost. It's gorgeous.

No slight to brad or giant bomb talking about pre launches disgusting Lynch mob attitude sending death threats to the developer over the producer who died of cancer dlc etc.

Or maybe...the game ain't that good. No, it must be other things! This game cannot be bad or anything, that would be crazy. Also, we need people like Angry Joe and Jim Sterling cause otherwise the publishers would straight up walk over us.

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ObamasAmerica

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People are way too pissy about blind boxes. Just don't buy them. 100% of your problems are solved.

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SuburbanNooblet

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Great review. I appreciate you putting the time into the game to come up with some substantial material to justify a 3/5.

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larmer

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Edited By larmer

Easily in my top 3 games of 2017. I didn't play the first one though so maybe that's why it holds its luster longer for me than others.

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Orion1189

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Edited By Orion1189

@obamasamerica: I wouldn't say 100% of the problems are solved, given that if a game's design is actually changed to a significant degree to accommodate blind boxes or other microtransactions, then a portion of the game can easily become irreparably shitty. But in general, people do blow these things way out of proportion, and can easily ignore them without worrying about the underlying game suffering for it.

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Orion1189

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@assirra: Publishers don't care what a few Youtubers have to say about their business practices. If they did, then we'd be long done seeing microtransactions and blind boxes in games, given how frequently Jim Sterling whines about them.

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ObamasAmerica

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@obamasamerica: I wouldn't say 100% of the problems are solved, given that if a game's design is actually changed to a significant degree to accommodate blind boxes or other microtransactions, then a portion of the game can easily become irreparably shitty. But in general, people do blow these things way out of proportion, and can easily ignore them without worrying about the underlying game suffering for it.

Yes, I should have been more specific. I meant in this game in particular. Although I can't really think of any non F2P game that was ruined by blind boxes that you had to pay real money for. I think the closest thing to it was Dead Space 3.

Without knowing anything for sure, I reckon that the money WB has made from buying in game currency for this game has been quite low and not nearly enough to compensate for the hit to their reputation. They can do one of two things for their next game: They can just kibosh the whole thing or they can double down on it and put more valuable things in the boxes to make people spend more money.

The thing is that I have been gaming since the late 70s as a wee boy. Back then games cost $60 to buy, in the 90s SNES games were sometimes up to $80-90 to buy. Nearly 40 years later games still cost $60 to buy. Games in the 70s and 80s had dev budgets in the low hundred thousand dollars. These days its 40+ million and sometimes higher.

Now part of the reason why game prices have stayed static and even lowered is because the overall numbers of sales for a hit game is much higher than it was back then, but publishers also know their audience and what they think the mass market is willing to pay for a game. in order to get returns on their huge risks they need to show a sustainable revenue model. Right now that model is selling the base game for $60 and giving the option to pay more to enhance your experience. I don't think there is any other industry in any other field that has such a progressive pricing strategy as the gaming industry.

People need to lighten up.

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Dryker

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Edited By Dryker

A 3 is supposed to be regarded as good, not great, but good. But in actuality, a 3 is regarded in general as mediocre. Not bad, just nothing to write home about. I understand Brad's choice, but I don't think he asked himself this crucial question: is the game merely mediocre? I believe Dan did ask himself this question when reviewing South Park. Is the game merely mediocre? It has flaws, the humor's a bit dated, but is it mediocre? No, it's better than that. Hence, 4 stars. A great game, but not as good as some.

Another question that should be asked: does adding a bunch of stuff to a good game make it bad? If the stuff added doesn't detract from the good parts of the game? If a game was really good for 40 hours, but then dragged on for longer than you wanted to play it, does that make it a game that wasn't really good for 40 hours? Is Shadow of War a mediocre game because there was too much game?

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CJduke

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The story is trash, the textures are awful, and the loot box system is lame, but damn am I having fun with this game.

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Assirra

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People are way too pissy about blind boxes. Just don't buy them. 100% of your problems are solved.

Wrong. Once a game has a mechanic like this in you know the game will be tweaked so those boxes are more appealing. For this game it is the long grind in the end which you can speed up through said boxes.

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Assirra

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Edited By Assirra
@orion1189 said:

@assirra: Publishers don't care what a few Youtubers have to say about their business practices. If they did, then we'd be long done seeing microtransactions and blind boxes in games, given how frequently Jim Sterling whines about them.

First of all, Jim Sterling is still pretty small although he is getting bigger. Second, publishers may not listen to them only but if their audience is big enough, they can make a difference. For instance when Gearbox wanted to team up with G2A and totalbiscuit prevented it.

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JJB_SNAKE

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As other people have said, I loved the first one but the marketing for shadow of war turned me all the way off. Shame...

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Geralt

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English is not my first language but don't you think Brad is the best writer among Giant Bomb staffs?

Rorie is very meticulous with his choice of word on the blog post but Brad's writing is just pleasant to read.

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Nethlem

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Edited By Nethlem

@assirra said:

@obamasamerica said:

People are way too pissy about blind boxes. Just don't buy them. 100% of your problems are solved.

Wrong. Once a game has a mechanic like this in you know the game will be tweaked so those boxes are more appealing. For this game it is the long grind in the end which you can speed up through said boxes.


If the Shadow Wars were really balanced around loot boxes then we wouldn't have people finishing it, left and right, without paying for said loot boxes.
It was designed as a grind because that's what Monolith thought people wanted, they wanted more of the game, evident by all the complaints about the lack of an "endless siege mode".

Did the game overstay it's welcome as a result from that? Sure enough, but I rather have too much of a game than too little, which was my issue with SoM. But SoW ain't the first the game that hides a "true ending" behind some massive grind and it most certainly won't be the last.

So, unless you have some secret leak, straight out of the development process of Monolith, confirming your "They balanced everything around lootboxes!" narrative, would you kindly refrain from making claims like that based on nothing but your flights of fancy?

If you remove the options to buy gold with real-money from the game, how much about the game would actually change? I'll tell you: Not much at all.

The Market has a place in the game as the money-sink, regardless of real-money transactions being in there or not it would still have been there and pretty much behaved exactly like it does now.

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JohnTunoku

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Edited By JohnTunoku

I can't say I really agree that the raids were at all varied. The layout of each of them seemed to be exactly the same. Even the throne rooms are copypasted. Some memorable moments were had for me there but I was definitely a bit disappointed in them considering they feel like the big thing this game was built around.

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SeanPCannon

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Edited By SeanPCannon

Did the score change? I swear it was a 4/5 when this went up a few days ago.

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Qrowdyy

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Remember that Act IV is not essential or story relevant at all. It exists so that you have something to do besides gather collectibles after you finish the game. Also, so they can sell you lootboxes.

Make no mistake, the end of Act III is the end of the game. The 3 minute epilogue cutscene locked behind Act IV is just a shitty thing they did and may not even be canon if they intend to make a sequel.

I strongly recommend watching the epilogue cutscene on youtube if Shadow of War is wearing out its welcome. The only reason to continue into Act IV is if you want to continue engaging with the Nemesis system.

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elite49

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Did anyone else finish this and wonder what the hell happened to this game in development? I loved the first one and enjoyed most of this but...

Act 3/4 are just a complete mess

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Volitanske

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Edited By Volitanske

My issue with this game is it seems like they expanded the nemesis system in some smart ways and then said 'what if there were like 5 of them and the story is basically unrelated?', which ruined it. The thing I love with the nemesis system is to develop those unique encounters where you hate/love some of the captains, etc. Towards the end of the game I found myself not caring about many of the encounters because I simply forgot who I had shamed, killed, wronged, etc. There was too much jumping around away from those interactions so I had to just pick an area and play with the captains for a long time to see all the fun bits.

I kind of wish they had reduced the number of areas in favor of like two larger ones with slightly larger and more complicated nemesis trees. If you then tied the story missions in to the nemesis interactions instead of splitting them out as Brad mentions, things would have been far better.

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amichener

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I have never played a game that has so many glitches in my life. I have gotten stuck in walls multiple times, sometimes I can run up walls and sometimes I have to take a few steps back to be able to. Get your shit right before you publish a game.