
But they also featured thumpingly well-executed mechanics, emergent gameplay and at least one genuinely game-changing idea. Neither of these are remembered terribly well by the majority of gamers, and both share with Shadows a godawful title, unpromising narrative, a few ragged edges and a comparative lack of pre-release hype. Two PS2-era games continually sprang to mind as I made my way through the Uruk-hai ranks with a pleasing sense of power and purpose – Psi Ops: The Mindgate Conspiracy and Metal Arms: Glitch in the System. Every session of the game is peppered with moments of glorious chaos that feel far more rewarding and exciting than the scripted fodder Grand Theft Auto or Assassin’s Creed push in the player’s direction. It feels like it’s doing what it promises and it transforms the two tight open-world maps into something living and engaging. How much of this is smoke and mirrors is a moot point. Find yourself caught out by a lowly Uruk-hai in a melee and when you return to life they’ll now be promoted up the chain of command and will taunt you when you next face them. Injure an orc in a battle and you’ll find later on that they not only remember you, they also bear the scars of your recent attentions. It sounds too good to be true: the game responds dynamically to your actions, shifting the Orc’s hierarchy as you make your way through and generating a roster of enemies who look, speak, behave and fight very differently. It sounds so simple, but it’s bracingly surprising to simply sneak up on an isolated band of Uruk-hai and start tripping off the various systems Monolith gives you to dispatch them – safe in the knowledge that they all work as they should.Īnd that’s not taking into account Shadows’ trump card – the Nemesis system.
Middle earth shadow of mordor for pc simulator#
The team then gets the story out of the way as quickly as possible, and then doesn’t waste development time on a card game simulator that no one wants it reduces the size of the map and trims back the 12 million tedious side quests to a handful that actually benefit the player in gameplay.

Monolith does what anyone who’s played Assassin’s Creed recently wishes Ubisoft would do – it makes the parkour tighter, makes the stealth coherent and consistent, rips out the combat model and replaces it with something inspired by Rocksteady’s Batman. Which makes it exactly 100 times more enjoyable than almost every high-profile game with literary or filmic pretensions. It’s told with the economy and flair you’d expect from one of the writers of Red Dead Redemption and everyone involved sees the plot for what it is – a peg to hang a game on. It sounds awful, doesn’t it? But Monolith sends out an early sign of quality with an introductory cut-scene that doesn’t outstay its welcome and features voice actors who don’t sound actively appalled by the dialogue. The stage is set for you to sneak across a battered landscape, doling out revenge on Sauron’s minions. In an assault by Sauron’s army you and your family are killed, but you find yourself returned to life and twinned with a mysterious wraith who gives you magical powers. You are Talion, a ranger of Gondor responsible for guarding the Black Gate of Mordor. The story of Mordor, much like the rest of the game, is a Frankenstein’s monster.


It’s also a glorious return to form for one of the most interesting developers out there – Washington-based Monolith Productions – whose track record is inconsistent but features glorious oddities such as No One Lives Forever, FEAR and Condemned. It turns out that Shadow of Mordor is that rarest of things in video game culture - an unexpected knockout punch. The game wears its influences shamelessly: this is Arkham’s Creed with a side order of Grand Theft Far Cry. And the tick list of features from the back of the box does very little to generate much more excitement – beyond the one noticeable exception I’ll get to later.
