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

REMATCH: Elite Edition out now

Physical retail for PS5

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REMATCH: Elite Edition

Bandai Namco Entertainment Asia and Sloclap announced the physical release of REMATCH: Elite Edition for PlayStation 5.

The launch brings the online football hit to store shelves for the first time. It follows a strong digital debut over the summer. The Elite Edition ships with the full Season 1 experience. This includes cross-platform play, ranked 3v3 matches, and a full lineup of unlockable bonuses.

A new launch trailer is now available.

Exclusive content in REMATCH: Elite Edition

The physical release includes the base game plus a packed collection of in-game rewards:

  • Two Captain Pass Upgrade Tickets
    Upgrade the Free Pass to the Captain Pass and access premium rewards like new hairstyles, shoes, and clothing patterns.
  • Blazon Player Background & Title
    A bold nameplate and title to stand out on the field.
  • Blazon Pattern (Top & Bottom)
    A seamless pattern that adds a signature look to any outfit.
  • Blazon Jewel Set
    Rings, bracelets, earrings, and a necklace for players who want flair with every match.
  • Blazon Buckler Tank Top
    A classic top styled with blazon detailing.
  • Glitcher Trainers
    Futuristic shoes that glow purple while sprinting.
  • Blazon Augmented Reality Cage
    A vibrant blazon-lined AR arena effect that activates during play.
  • Digital Blazon Cap
    A flashy digital cap that highlights player identity and status.

What is REMATCH?

REMATCH brings the energy of the world’s biggest sport into high-speed 3v3, 4v4, or 5v5 matches. Each player controls a single character in a third-person arena with no fouls, no offsides, and nonstop action. Quick decisions and strong teamwork decide every match.

REMATCH is available on PlayStation 5, Xbox Series X|S, and PC via Steam.

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Gaming

Horizon Steel Frontiers is an MMO set in the Horizon universe

The game is built for mobile but will have cross-play gameplay with PC.

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A few months ago, Sony sued Tencent for copying design elements from the Horizon series for the latter’s upcoming game, Light of Motiram. Though the game has been relatively silent since the kerfuffle, was Tencent on to something? Today, Sony and a Korean studio named NCSoft have officially announced Horizon Steel Frontiers, an MMO set in the Horizon universe.

It’s not just a simple announcement either. The title now has an official 10-minute video to preview the upcoming title. Right now, the trailer has nothing but cinematics, pre-alpha footage, and developer interviews. However, it’s a clear commitment to bringing the MMO to life.

Both the cinematics and the pre-alpha footage show off the familiar mechanical beasts of the series. The main goal of the title is to team up with other players and take down colossal beasts.

The game is set in the Deathlands, a new region inspired by Arizona and New Mexico. Players will have the entire state to play with. And, instead of Aloy, they can create their own personalized characters.

Horizon Steel Frontiers is built for smartphones. However, Sony and NCSoft are working towards cross-platform gameplay for the PC.

Right now, especially since the released footage is from pre-alpha development, we don’t know when the MMO will launch. However, it does look extremely exciting for fans of the original duology.

SEE ALSO: Sony announces adaptations of Horizon Zero Dawn, Tsushima

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Gaming

ViewSonic levels up the holidays with free Steam Wallet codes for gamers

Buy ViewSonic, get Steam Credits

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ViewSonic Gaming is turning up the fun this holiday season with its Bonus Level Steam Wallet Promo. They’re giving gamers in the Philippines up to PhP 500 worth of Steam Wallet codes with every purchase of a participating ViewSonic Gaming monitor.

Running until December 31, 2025, the promo applies to a wide lineup of high-performance gaming monitors, including fan favorites like the VX2479A-HD PRO and XG2737.

Gamers who buy eligible models can redeem:

  • PhP 250 Steam Wallet Code – for 24-inch and below models (including portable touch models)
  • PhP 500 Steam Wallet Code – for 27-inch and above models (including OLED and high-res variants)

To claim, buyers simply need to:

  1. Purchase a participating model from any authorized ViewSonic retailer.
  2. Upload a photo of the invoice and product box serial number via the official Google Form.
  3. Wait for verification — the Steam Wallet code will be sent directly to their email.

Full promo details and redemption link are available here: https://www.viewsonic.com/ph/promos/bonus-level-promo

A new model joins the fray

Also launching this season is the VX2425-HD-PRO. It’s now available exclusively online via Shopee and Lazada. Priced at ₱6,499, it features a 24-inch Full HD display, 200Hz refresh rate, SuperClear® VA panel, and HDR10 support — ideal for gamers who want performance on a budget.

The VX2425-HD-PRO is also part of the Bonus Level promo, so every purchase lets gamers claim a free Steam Wallet code.

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