Gaming

Middle-earth: Shadow of War review — System overload

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Three years after Middle-earth: Shadow of Mordor broke ground with how video game systems can tell stories, its sequel Middle-earth: Shadow of War builds on that foundation and more. Do these new layers elevate or encumber the experience?

With a twist of his hunky wrists, Ur-Hakon Brawlmaster extinguished Bugu Flame Monger’s ambitions of becoming warchief. The 15-foot Olog berserker separated the fiery terror’s head from his body, showing every orc in the ice cavern Fight Pit of Seregost what he’d do to challengers. It was an impressive audition for a spot in my army that would face Sauron’s siege. Ur-Hakon just didn’t know it yet.

Prestigious legacy

Middle-earth: Shadow of Mordor was a revelation for video games in 2014. On the surface, it looked like a cash-grab mash-up of The Lord of the Rings, Assassin’s Creed, and the Batman: Arkham series. Technically, it was, as it used the LOTR universe as well as the combat and stealth mechanics of the two aforementioned video game franchises.

What made it special though was the Nemesis system. Basically, it generated enemy orcs with randomized sets of various strengths and weaknesses that would grow stronger if they killed the player or survived the encounter. They would remember how the encounter with the player ended, commenting on it through voiced dialogue if they’d meet the player again. These orcs would also fight with one another, with or without the player’s input, and the winner would also become stronger.

This system facilitated all sorts of unique stories, and was the number one driving force for all the accolades the game received.

The sequel, Middle-earth: Shadow of War, expands on the Nemesis system with a lot more traits assigned to orcs, novel ways they can react to the player’s actions, loot drops, and a whole new fortress capture-and-defend element.

Despite winning with relative ease, Ur-Hakon sustained enough damage in his duel with Bugu that it would not have taken long for me to Dominate him. Just a few more strikes from my sword, and he would’ve been ready to submit and join my legion of mind-controlled orcs. So I leapt into the pit, eager to replace my now headless captain with this hulking behemoth, right into an ambush by Horza, Feral Tracker.

More mechanics

There are four areas to conquer, each with its own host of orcs that have different attributes and equipment they can drop. The gear you can pick up is sorted in a separate menu, listing their statistics along with bonuses you can access by completing small goals and wearing a matching set. Runes can be slotted into your equipment for buffs, and runes of the same kind can be upgraded by combining three similarly leveled runes to form one stronger rune. You have more skills to unlock compared to Shadow of Mordor.

The game introduces these mechanics over time so that it’s not overwhelming. It’s pretty easy to get immersed in exploring how they interlock. Does this polished vitality rune go better with the rare longbow that restores health with every headshot over the regular chest piece that gives a flat increase to your life bar? Would this ability to freeze multiple baddies at once be effective against this orc captain that always has a pack of caragor-riding hunters with him? Perhaps pairing this sickly warchief with an orc bodyguard that gets stronger when poisoned would do well against an enemy orc that can summon venomous spiders for this one fortress siege.

And it’s in those fortress sieges that Shadow of War shines.

Ur-Hakon’s might should have been mine. Complications by way of several blades to my back courtesy of Horza led to this death. Well, deaths, as I did get rid of the meddling party after chopping off the Feral Tracker’s limbs. Ur-Hakon, taking advantage of the distraction, pummeled me into the ground. “I’ll get him on the next life,” assuring myself upon seeing the Brawlmaster’s power grow for ending me.

Compelling complexity in chaos

Opposing orc forces smash into each other on screen by the dozens. Siege beasts hurl explosives over spiked metal walls. Gigantic Graugs and club-wielding Olog-hai batter the gates as toxic fumes blow out of spouts, choking would-be invaders trying to scale the perimeter. Fire rains from a drake circling the skies. Warchiefs face assault leaders in strategic areas, their powers and weakpoints laid bare in pitched combat.

And there’s you, right in the middle of everything, the one X-factor that can change the tide of battle.

Depending on how much you planned prior to engaging, these sieges can be quick, calculated affairs under 15 minutes or wild and protracted struggles that have you teetering on the edge of defeat for 30 minutes or longer. Whether you’re seeing a sound strategy swiftly executed or barely surviving a slog of a brawl, it can be exhilarating.

Up to a point.

It didn’t take long finding Ur-Hakon at the edges of Seregost’s snow-capped mountains. He was fresh this time, unburdened from the tolls of a pit fight. Before I could get close though, a snarl behind me snapped my attention to Tuka the Machine. I burned him to death once. Half of his face was steel now, and he had a gang to back him up. We fought, unfortunately, in front of Ur-Hakon. The Brawlmaster killed us both.

The weight of war

Beating the game requires you to do about 30 fortress sieges, 20 of which come back-to-back at the end, and that’s if you don’t lose. Of course, each one gets harder than the last, as the orcs you face have progressively higher levels. The higher their levels, the fewer weaknesses they have and the more immunities they possess. By the last 10 sieges, most orc bosses you have to defeat are invulnerable to a lot of techniques and can also kill you in a couple of hits, even when you’ve reached the max level of 60 and have powerful gear.

The orcs you’ve put in charge of the fortresses from naturally playing the game get outpaced in level by the enemy orcs when you reach this point, too. How do you keep up?

You either slowly level up your army through the Fight Pits, or you buy loot boxes that contain more appropriately leveled orcs. The former takes forever as you can only do it for one orc at a time, while the latter just feels icky with how blatantly it takes you out of the experience and pressures you to pay up.

Granted, you can buy a basic loot box with in-game currency that you’ll have probably amassed enough of by this time from completing quests.

Did I mention there are quests?

This was it. I tracked Ur-Hakon to a nearby cavern. There was no one else around to interfere. I would best him in one-on-one combat and have him under my command. I attacked. My sword was but a needle poking at his tough leathery hide. He would not succumb. His brute strength humiliated me. I fell to my knees one last time, his fist raised and ready to crush my skull. It fell past my head, as Stakuga the Knife came to my side at the last second, his blade catching Ur-Hakon’s blow, severing the arm from the elbow down. Stakuga saved me. He demanded a promotion, which I was more than glad to give.

Leaden narrative

I almost forgot about the quests because of how utterly unremarkable they are. They’re short, plain, and repetitive, asking you to accomplish one or two goals in the most straightforward manner. The Nemesis system doesn’t apply at all. No orcs can wander into the missions you’re on to surprise you. You die, you’re treated to a game over screen. Talion AKA Bargain Bin Boromir is as boring as video game protagonists come, and the rest of the cast is dour and unlikable, save for the handful of orcs that have way too minor roles.

The only notable thing about the narrative is the complete disregard of the canon and tone of the original Lord of the Rings stories. The first game certainly wasn’t the most respectful use of the LOTR license, but Shadow of War straight up retcons the lore to a ridiculous degree. Its attempt at commenting on the nature of evil clashes with how it rewards the player literally enslaving others.

By tying the completion of this forgettable story into the fortress sieges in the final act, Shadow of War burdens the one clearly enjoyable thing about it and turns it into a chore.

There’s fun to be had in Middle-earth: Shadow of War, for sure, but it’s all in the dynamic mechanics divorced from the plot. Feel free to drop it when finishing it starts fatiguing you. That release is worth more than enduring the nigh endless endgame for a predictable ending.

I tasted steel, and then dirt. I got up. Again. I assembled what was left of my troops. That fort in Gorgoroth had to be retaken. I had lain waste to that invading force before that stray arrow caught me in the melee. I only needed to storm the throne room. Stakuga died defending the courtyard. Some nameless goblin cut him down as he ran, afraid for his life. I envied his escape from this mortal coil. I reclaimed the fortress. Four more to go. 

SEE ALSO: Indygo: A game that talks about depression

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Gaming

Esports Nations Cup 2026 secures US$ 45M funding

ENC to elevate global esports with structured national ecosystem

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The inaugural Esports Nations Cup (ENC) 2026 has just secured a US$ 45 million funding commitment, the Esports World Cup Foundation has announced.

This three-part funding commitment is structured to support the esports ecosystem through player and coach prizing, club release incentives, and national team development.

The first ever ENC will include a US$ 20 million in total prize money, paid directly to players and coaches across 16 titles.

The ENC introduces a placement-based prize framework, applied across all game titles. It is designed to be clear and player-centric.

Every qualified participant earns prize money and is guaranteed a minimum of three matches. Equal placement earns equal pay, meaning the same finishing position plays the same amount per player across all titles.

For a quick overview, the first-place finisher earns US$ 50,000 per player, whether competing in a solo or team title. Second-placers get US$ 30,000 per player, and third-placers get US$ 15,000 per player.

For team titles, payouts scale with roster size, so the result is consistent and transparent for everyone competing.

Meanwhile, the EWCF will provide US$ 5 million in club incentives for esports clubs that release and enable their professional players to participate in ENC.

In addition, there will also be another US$ 20 million for the ENC Development Fund. This supports official national team partners with logistics, travel, program operations, marketing, and the long-term growth of national team pathways.

The ENC 2026 is set to debut from November 2 to 29 in Riyadh, Saudi Arabia. It will move to a rotating host-city model, bringing nation-based esports to major cities around the world.

The event is to be held every two years. Among confirmed titles for 2026 include Mobile Legends: Bang Bang, Trackmania, and DOTA 2.

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Gaming

CODE VEIN II now available for consoles, PC

Launch trailer previews characters, combat gameplay, more

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Bandai Namco’s CODE VEIN II is now available for PlayStation 5, Xbox Series X|S, and PC.

A new launch trailer has also been revealed, previewing the Soulslike action RPG’s characters, combat gameplay, and more.

Players can experiment with the character creator demo and create their own ideal character for the game.

The demo showcases how in-depth and detailed players can get when creating their own character. It allows for them to experience Photo Mode in the base of MagMell to take pictures of their looks.

Additionally, players who try the demo are allowed to carry their created looks over into the game.

CODE VEIN II is set in the dystopian near future, focusing on the stories of Revenants who must fight against their terrible fate.

In this reality, civilization has collapsed due to an event called the Resurgence.  Humanity has only managed to survive, thanks to immortal vampire-like creatures called Revenants.

However, the sudden appearance of Luna Rapacis has turned these Revenants into mindless cannibals.

As a Revenant Hunter, the protagonist is tasked to save the world. Joining him in a journey 100 years into the past is a young girl.

In the process, they will witness the history-changing drama as they try to save the world from ruin.

The game is a combination of exploration action, wherein players can venture through dangerous areas and tackle powerful foes.

Combat against enemies are mainly hack-and-slash, while the protagonist can also explore the world like in the case of riding a motorbike.

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Gaming

Xiaomi SU7 Ultra makes Gran Turismo 7 debut

Xiaomi’s premium, high-performing electric sedan joins the GT7 roster

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Xiaomi’s high-performing electric sedan, the Xiaomi SU7 Ultra, is now on the acclaimed racing simulation, Gran Turismo 7.

The premium EV debuted as part of the “Update 1.67” patch, marking Xiaomi’s first entry into the storied Gran Turismo franchise.

Players worldwide can now experience the prowess of the high-performance luxury car on the game’s virtual tracks.

The Xiaomi SU7 Ultra represents a new addition to the series’ curated lineup, following an official collaboration announcement last June 2025.

As a benchmark in racing simulations, the Gran Turismo series is recognized for its hyper-realistic driving experience and stringent vehicle selection criteria.

The EV was test-driven on multiple occasions in several locations, including Beijing, the Nürburgring Nordschleife, and the Tsukuba Circuit.

To ensure an authentic experience, Xiaomi EV’s vehicle dynamics performance team traveled to Polyphony Digital’s studio for the final driving experience validation.

In reality, the SU7 Ultra is powered by an in-house developed Dual V8s + V6s Xiaomi Hyper TRi-Motor system.

It delivers 1,548 horsepower and achieves 0-100km/h in 1.98 seconds. The production version previously set a lap time of 7:04.957 at the Nürburgring Nordschleife.

To celebrate the launch, Gran Turismo 7’s developer will host a two-week official lap-time challenge on the title’s historic Monza circuit.

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