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.
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.
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.
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.
[irp posts=”22702" name=”Indygo: A game that talks about depression”]
We’ve been calling PlayStation’s X button wrong all this time
Regardless of which gaming console you have, the X button unites us all. Every console available today — the PlayStation 4, the Xbox One, and the Nintendo Switch — has some form of the same button. That said, what do you call it? Both the Xbox One and the Nintendo Switch use other letters — Y, A, and B — for their other buttons. Naturally, majority vote calls for pronouncing it as the “ex” button.
However, Sony doesn’t use the same letter scheme. Instead of letters, the PlayStation’s DualShock controller uses shapes: Triangle, Circle, Square… and X? Do we still call it the “ex” button? According to the official PlayStation Twitter accounts, absolutely not.
In a now-infamous series of tweets, Sony has laid down the verdict in an argument we’ve probably never even thought about. Apparently, PlayStation users should pronounce each button according to their respective shapes. According to that logic, the X button should be called the Cross button.
As you might expect, the revelation didn’t go well with the gaming community. Twitter users have outrageously and creatively expressed their dismay.
What do you call it?
— PlayStation (@PlayStation) September 7, 2019
In response to the outrage, the PlayStation account posted a three-option poll asking what gamers call the controversial button. The more traditional X button won by a landslide: 81 percent. Meanwhile, a joke answer — “+ rotated 45°” — got 11 percent of the votes. The “correct” answer — “Cross” — got only 8 percent.
That didn’t stop the memes. Twitter user @TheDrencom posted a more hilarious compromise. PlayStation even retweeted and allowed the weird alternative. Should we call it the “no pizza” button?
The actual names of the PS buttons pic.twitter.com/pCK0RK3cPB
— Drencrom (@TheDrencrom) September 5, 2019
The Cross button’s supporters also had a few things to say in their defense. Based on the actual geometry of the icon, it’s more accurate to say “Cross,” rather than X.
Because this debate grinds my gears, I'll finish it once and for all:
– Crosses have the same distance between each stick.
– Crosses form a square.
– Exes don't have the same distance between each stick.
– Exes form a rectangle.
Basic geometry. pic.twitter.com/gz8jCJd3Bn
— nєrσ αgєnt crímsσn (@SIECrimson) September 5, 2019
Of course, Sony owns the PlayStation. They can call it whatever they want. Still, the console already has a massive following calling it by a more ubiquitous name. Are you going to call it the Cross button now?
Apple Arcade aims to make your iPhone a gaming phone
100+ exclusive gaming titles
Apple is known for its hardware lineup, including the iPhone, iPad, Mac, and Apple Watch. The iPhone accounts for a huge chunk of the company’s revenue and has been the sole product to propel the brand towards a trillion-dollar valuation.
But with changing times, it’s essential for every business to slowly evolve. And, we’re witnessing this change with technology companies around the world. Instead of relying on first-hand hardware sales, brands are now monetizing virtual data.
Arcade, which was demonstrated during the unveiling of Apple’s latest iPhones on Tuesday, is an attempt to turn the mobile gaming industry on its head and add an extensive new revenue stream to the company’s books.
It boasts over 100 unique titles, including Beyond a Steel Sky, a sequel to the classic adventure game Beneath a Steel Sky, with art by Watchman comic book legend Neil Gibbons.
Apple said games will be exclusive to Arcade and not available on other services. The subscription service will be available across Apple devices, and, which should make for more varied gameplay.
The gaming subscription service will release on September 19 and costs just $4.99 / £4.99 / INR 99 a month. This is automatically a Family Sharing plan, allowing for up to six family members to share the same subscription for just one monthly fee.
For iOS devices,. Apple Arcade will be available Sept. 30 on and and in October on .
From Jedi to Avenger, Lenovo announces AR game Marvel: Dimension of Heroes
Your turn to save the world
dLenovo made us live our Jedi dreams in 2017, now they want us to be an Avenger. Announced at IFA 2019 is the company’s follow-up to fan favorite AR game Star Wars: Jedi Challenges — they’re taking us to another universe with Marvel: Dimension of Heroes.
The hardware you’ll need
Much like Jedi Challenges, you’ll need nearly the same hardware to make Dimension of Heroes work. There’s the Lenovo Mirage AR headset, the Tracking Beacon, and instead of a Light Saber replica, you get a pair of Universal Controllers.
Of course you’ll also need a compatible smartphone to run the game. Basic requirements are as follows: Has to be larger than 4.3 inches to align with phone tray display cutout. For iOS devices, it has to have at least a 1.4 GHz Dual Core chip along with 1GB RAM. For Android phones, it needs at least a 2.0 GHz Quad Core chip with 2GB RAM. You can check the full list of compatible devices at lenovo.com/miragear.
Play as your favorite Marvel Superhero
There aren’t a lot of details available as to how the game will play out. The only clue so far is that you have to “defend your reality” as any of the six superheroes headlining the game. The six are original Marvel Cinematic Universe (MCU) Avengers Captain America and Thor, Captain Marvel, Black Panther, Doctor Strange, and Star-Lord from Guardians of the Galaxy.
Fans of the MCU should easily recognize the mentioned superheroes as they prominently feature in the last two Avengers films — Avengers: Infinity War and Avengers: Endgame.
In early 2018, I had the chance to speak with some Lenovo Executives and they did mention working on a Marvel AR game. More popular characters like Iron Man and Spider-Man were mentioned but they’re noticeably missing in this lineup.
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