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

TEKKEN 8: Brand new story, 2nd DLC character announced

Season 1 roadmap unveiled

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Tekken 8 Season 1

Enjoying TEKKEN 8 so far? The title’s upcoming roadmap for the rest of 2024 has been revealed at EVO Japan, giving fans more reasons to keep playing Arika and Bandai Namco’s beloved fighting game.

There will be an all-new story coming to TEKKEN 8‘s Story Mode, which will be released in the future. Additionally, Lidia Sobieski has been confirmed as the second DLC character. She will be joining the roster this summer. It can be recalled that Eddy Gordo was the first character DLC for TEKKEN 8, joining the roster last April 4.

No specific date has been mentioned yet regarding Lidia Sobieski. Lidia made her franchise debut back in TEKKEN 7 as a DLC for the Season 4 Pass.

Meanwhile, adjustments to the battle system will be rolled out starting this spring. The game’s development team continues to work on improving balance and player experience. New modes such as Ghost vs. Ghost and Online Practice, on the other hand, will also be added at a later date.

Moreover, a new summer-themed stage, “Seaside Resort” will be available for free. Lastly, a brand new story will also be part of another free update in autumn. This new story will involve no less than Eddy Gordo.

ALSO READ: TEKKEN 8 closes a violent chapter to begin anew

TEKKEN World Tour

Also keeping TEKKEN fans busy for the next few months is the TEKKEN World Tour. The sixth season of this global tournament kicked off recently. Players across the globe compete to earn points and earn their place at the finals to be named The King of Iron Fist.

There will be a total of two Master+ events, 10 Master Events, and 14 Challenger Events worldwide for competitors to join. For more information on tour partners, event dates, locations, and signups, visit tekkenworldtour.com.

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Gaming

Assassin’s Creed Mirage coming to iOS

Compatible with select Apple devices

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Assassin's Creed Mirage

Assassin’s Creed Mirage will be launching on June 6, 2024, on the App Store for iPhone 15 Pro, iPhone 15 Pro Max, and iPad Air and iPad Pro with M1 chip or later.

The game first launched on last generation and current generation consoles as well as PC back in October 2023. It will be the first console title of the series for players to enjoy natively on mobile devices.

Players can experience the complete narrative-driven action adventure of Assassin’s Creed Mirage on mobile. In this game, they will be exploring 9th century Baghdad as Basim, a young thief who transforms into a Master Assassin.

Assassin’s Creed Mirage will be free to download and play for 90 minutes. The full version supports Universal Purchase and can be unlocked with a single in-app purchase, so players can enjoy the game on both iPhone and iPad. Pre-orders are now available here.

Assassin’s Creed Mirage

Assassin’s Creed Mirage spins a tale centered around an already established character, rather than a blank slate like Valhalla’s Eivor. It follows Basim Ibn Ishaq, a character introduced in Valhalla. Taking place before the events of the previous game, Mirage has the assassin root out the Order in 9th-century Baghdad, a setting familiar to those who played the original title in 2007.

SEE ALSO: Assassin’s Creed Mirage review

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Accessories

Logitech announces G PRO X TKL gaming keyboard

Compact, cordless, portable

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Logitech Pro X TKL

Logitech has announced the G PRO X TKL gaming keyboard, a compact and cordless peripheral meant to assist gamers in the highest levels of competition. The G PRO X TKL comes with a pro-inspired tenkeyless design for more room and comfort, and Lightsync RGB lighting for style. It features dual-shot PBT keycaps for durability and wear and tear prevention.

The keyboard’s standard layout allows users to customize it with third-party keycaps and additional media keys. Users may also set up macros and create quick access while grinding. Speaking of customization, they may pick between Tactile, Linear, or Clicky Switches to tailor-fit the keyboard to their feel.

The G PRO X TKL connects via Lightspeed, ensuring users of lag-free performance at up to a 10-meter range. That’s better responsiveness than standard Bluetooth. Additionally, it has a 1000Hz polling rate. Long gaming sessions are a breeze too, as the keyboard’s battery lasts up to 50 hours. Lastly, for gamers on the go, the G PRO X TKL is portable and comes with its own carry case.

Logitech’s latest gaming peripheral is now available online and at all partner retail outlets, including PC Express, Silicon Valley, DataBlitz, Octagon, Electroworld, Complink, iTech, Techwarez, GameOne, Interpace Computer Systems, GameXtreme, TTI, DynaQuest PC, Digi-Serv Solutions, Concept Computer, NUTECH, DFE (Davao Futurebright Enterprises), Villman, PCWorx, Abenson, Digistore, and Greenware.

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