BulletPoints Review of Middle Earth: Shadows of Mordor.
I suppose I’ll open up this review with a few clarifying
statements. First, I’m not a Lord of the
Rings-universe fan. Don’t mistake this as me hating on Lord of the Rings the same way I hate on things like Final Fantasy or Big Bang Theory. I’ve just never particularly been invested in the LOTR series. I’ll watch it with friends
and might enjoy bits and pieces of the whole thing. But long books and long
movies aren’t things I typically want to spend my valuable time watching or reading.
Especially for the three or four scenes among the lot of them that I actually
like to see sandwiched in-between hours of people walking and listening to
Frodo bitch and moan about how life sucks.
Going into the game, Shadows
of Mordor, I went in with low expectations. I won’t lie, I went into the
game legitimately wanting to hate on this game and leave a nasty review on the
doorstep of Warner Bros game publishing division. But not because of the
origins of the game, that only added to my waning interest. My real reason for
wanting to hate on this game is because of Warner Bros’ policy on let’s plays,
specifically of this game. LP-gamers can’t show footage of this game without WB
permission. To receive permission, you must be sure to only say positive things
and talk about the much touted “Nemesis System” or else they’ll flag your
content. And this didn’t sit well with me at all and made me hate WB for their
stupid copyright bullshit.
But you know what the problem is? While I can admit without
bias I wouldn’t call this game “precious,” I begrudgingly have to admit that
after many hours of playing it… it is in fact “fun”. There are certainly large
areas of the game that are terribly lacking, but there are enough good bits to
really balance it out enough where the game doesn’t piss me off in a way that
earns a bad review. Just a review I didn’t really want to give. Anyway, here
goes.
The plot revolves around a boring white bloke named Talion. He
and his family is killed by something called “The Black Hand” which works for
Sauron. For reasons not explained for a long time, Talion’s death was not
permanent as he returns to his flesh form aided by a ghostly companion who you
eventually found out is Celebrimbor. No, I didn’t know who the fuck that was
for about ten hours either. Turns out he is the elf who forged the rings of
power for Sauron in the first place. But due to a boring amnesia sub-plot, you
spend the first act of the game figuring that out. Though give the fact each
way-point tower you light up is lit with a forging-animation and Gollum seems
obsessed with Celebrimbor, that wasn’t really that hard a guess. Oh, and Sauron
killed him which is why he is here now. I guess that wasn’t much of a
head-scratcher either.
Oh, did I forget to mention Gollum is in the game for a bit?
In case you might have forgotten this was a game set in Middle Earth, WB
decided to shove as many references and lore in there as possible and to make
sure Gollum was the first big name you really came across. While he does sort
of fit into the story, it certainly does come off as a bit forced but perhaps I’m
just nitpicking. That being said, you come across later allies in the game such
as a blonde warrior-woman and a dwarf-huntsmen. Both of which offer more
interesting missions, stories, backstories, and dialogue than really anything
else in the main quests of the game. I guess Ratbag does for a bit… but I
suppose that is what I’ll have to talk about next.
So the Nemesis System that Monolith hasn’t shut about since
that one trailer/demo they did forever ago works as thus: Orcs of Sauron’s army
(or Uruks or whatever the fuck they’re called) have special names and rankings
within Sauron’s army. You have captains of varying degrees of power and
Warchiefs which are basically the closest thing you get to boss-fights. By
encountering any of the captains or Warchiefs and letting them live (or you
die) you affect the structure of Sauron’s army as certain orcs rise and fall in
and out of power. You can also play a role in several side-quest missions to
interfere with duels, hunts, recruitments, or ambushes between different
captains allowing others to climb the ranks of power over others or to
cock-block certain ones from doing anything at all.
My issue with this (for a while) is that all the orcs are
completely interchangeable. I mean… yes, that’s the point I suppose. But I mean
none of them really stand out or feel all that unique save for the
boss-fight-style Warchiefs. They all basically draw their voices from about 3-5
different voice actors and you can tell because after a while they start to
share lines of dialogue too. Not that orcs really talk about anything
interesting besides killing, fighting, and threatening others to do shit or
they’ll fight or kill you. And, for a while, it felt like they put a lot of
work into something that just replicated what it’s like to work for a big
corporation. Every orc just imitates a cog in a wheel helping one big evil
machine operate. Only in this case all the cogs are able to have their throats
slit by me.
What made the nemesis system actually interesting was the
eventual ability to “dominate” orcs. What this means is you grab them and take
over their minds. Then you’re orc is marked (and special) and you can actually
work to push that orc to a higher seat of power. This forces a bit of an
investment into said orc, but it actually does have a certain charm to it. But
the dominate ability is also great for infiltrations. One of the bases I
sneaked into had archers posted everywhere. Rather than kill them, I simply
dominated all of them so they were now my archers who would defend me from
above while I fought off other orcs on the ground below.
The biggest issue I had with this, however, was that my
mind-slaves could still be hurt by me via friendly fire. And while this isn’t a
big deal for, say, archers. If I’m trying to fight off someone myself and I
dominated other characters to help or take over a position (and thus I need
said target alive) I’m liable to hit my own assassins. But friendly fire never
takes place when you have other allies. So I wonder why they didn’t bother
clearing this issue with orcs you control. Because it makes those take-over
missions frustrating to accidentally kill your teammate when you have no
control over them beyond attack and not-attack. But once they attack, they
continue until the thing is dead.
Aside from these few gripes, the game is functionally more-or-less
sound. Gameplay wise, it combines aspects of Prince of Persia / Assassin’s
Creed and the Batman Arkham
games. What makes it better than Assassin’s
Creed however is that the game really is more about killing than faffing
about for hours. The game also has a reasonable pace to it whereas I’ve
generally felt the Assassin’s Creed
games (for the most part) had a slower pace that killed the rush that
free-running and murder gave. The stealth, for the most part, also feels really
good, again, to the Arkham games
level. I’ve spent loads of time sneaking into bases to take out targets as efficiently
and quickly as possible before having to start a single one-on-one fight.
There are also various side missions but aside from
collecting plants that you use for healing, the bulk of them are just different
variations of killing waves of orcs. One variant is stealth-kills only. Another
is only using your spirit-bow. The third variant is focuses more on using your
sword. And the last one is liberating slaves… by liberating an orc’s-head from
its body. While I get having various side missions that focus on platforming or
other goofy things you’d see in a sandbox wouldn’t quite fit the tone of the
game, it would vary up what you’re doing a bit. You can only kill orcs for many
times before you ask where the fuck the orcs keep coming from. It's not like any of them mention their female orc counterparts back home nor do you see any on the battlefield. Leading one to suggest all orcs are male and that makes me wonder how they even reproduce.
And that’s a legitimate question, actually. You’ll clear an
area and then leave for a while only to see it’s been repopulated sometime
later. And no one ever asks what happened to the orcs that were here before or
why there are corpses on the ground with slits in their throats. I get that
killing, say, 1000 orcs and asking how they’re not all dead yet is almost equivalent
of killing 1000 Hispanics in the US and asking how they’re all not dead yet,
but this loops me back to my whole “orcs are completely interchangeable” thing
which breaks the reason to even have a nemesis system in the first place.
You do get to kill other things (thank Christ). There are
beasts you can kill (and a couple you can tame) on your quest to overtake
Mordor and stop the return of Sauron (which we know how that goes). These
provide amusing distractions and fun encounters to break up the tediousness of
fighting the same dozen or so interchangeable dudes. Which is why I very much
liked all my missions with the dwarf character because not only was he a
refreshingly positive change in tone for the story, but all his missions
involved these other creatures and that was just loads of fun.
But before I conclude, I want to get back to the story for a
moment. The plot of the game takes place between the Hobbit and The Lord of the Rings
and the main goal about partway through is a mix of finding the Black Hand to
get revenge and stop the return of Sauron. But we know how this has to go,
right? The Black Hand (to my knowledge) never appears in the books or movies,
so they have to die and not have a presence in either of those. Likewise,
Sauron does reappear in Lord of the Rings
(though not in his physical form) so, yes, we obviously fail on that part in
this game. This is why I hate prequels, because all the tension is killed when
you already know the results of what happens. And that’s particularly bad for
this game when the main plot of the game isn’t interesting and we already know
how it ends.
Can I ask game creators something for future Lord of the Rings games? Can we either
have them set post-Lord of the Rings
where we can establish new villains and even whole new sets of characters
instead of constantly recycling and reusing the same few every time? If not
that, can we maybe set them LONG before The
Hobbit so that it doesn’t lead straight into The Hobbit but still has all the lore and maybe can establish some
Middle Earth history to flesh out the world more? This is my same problem I’m
already having with the Star Wars remakes
and how they look to be centering or continuing the Skywalker plot. But I don’t
want that when you have a big universe (or all of Middle Earth) to do stories
in and we’re still following the same boring bastards AGAIN. It really shows a
lack of creativity or desire to branch off from the existing franchise with
something more unique.
Anyway, those are my thoughts on Shadows of Mordor. It’s an okay game that you’ll likely have fun
with, but it isn’t anything that hasn’t been done before and certainly won’t
revolutionize gaming as we know it. It’s publisher comes off as a lot of pretentious
fucks, but they at least have a solidly made game to back up their bullshit
when I call them out on it which I guess is a first for me to come across. So
if you have the money and time, give it a try. But if you don’t I really can’t
blame you when there are likely more impressive and fun things coming out you’re
just as likely (if not more so) to enjoy. Like Smash Bros… or Bayonetta 2…
or Evil Within… or a load of other
things. See ya next time.
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