Half dreary, half lively.
Franchises
have one thing common to all of them: they are all gripping in the darkness of
a milking abyss, gasping for a breath of fresh air, a breath that is unlikely
to ever arrive as taking a whiff of a fresh batch of air is something those on
the higher chairs will generally not want to risk stepping down for. It’s no
surprise that most franchise products have a tendency to develop a sense of
staleness, sterility and all-round dullness – all owing to an adamant desire to
not think out of the box.
Over
the years Tolkien’s world has given rise to one of the biggest and most beloved
franchises around, giving rise to the wonderful Lord of the Rings film trilogy,
the veritably mixed-bag Hobbit film trilogy and a slew of generally mediocre
products otherwise. Indeed, it is rather rare for a multi-faceted franchise to
give rise to a good, original videogame – partially owing to an overwhelming
fear of alienating the general fandom of the franchise, but games that manage
to do so generally either (a) take a scrying glass to the franchise and adapt
in a manner best suited to it, in their own manner (such as the Arkham series)
or (b) take another tangent of the franchise, one that gives them a great deal
of flexibility and creativity without the heavy commitment of a direct tie-in
(such as Shadow of Mordor).
The
game does a great job of sticking to the lore, but also at taking (several)
liberties with it, visible from the start – where we see our hero, Talion,
watch his family get murdered and then we get to watch him get murdered, but he
is then resuscitated by an Elven wraith turning him into a walking corpse
possessing a wraith within it – a double whammy of undead. So yes, you are
actually controlling two characters in one – as you stalk Mordor wherein a great
shadow looms. Of course, you’re dead, which makes for some interesting gameplay
elements, besides the capacity of ridiculous acrobatics, such as the part
wherein dying doesn’t result in a game over, but only moves the game forward a
bit – with the armies of Sauron and the various Uruk Captains gaining in
strength. And therein, within the Armies of Sauron, lies the game’s greatest
innovation – a somewhat organic, hierarchy of Uruk captains and warchiefs all
open season for you to hunt, control and terrorize – but, more on this later.
The villains aren't very interesting unfortunately, and have little under their belt besides 'killed your family'. |
You can enter 'wraith vision' of sorts to highlight objects. |
As
a somewhat zealous-yet-open-minded admirer of Tolkien’s works I always tend to
approach any adaptation with a rather hefty grain-of-salt, and early reveals of
Shadow of Morder really failed to tickle my pickle. It looked like a
generically gritty hack ‘n’ slash game with a generically grim protagonist on a
generically grim vengeance quest. The Nemesis System (a.k.a. the Armies of
Sauron) is what initially piqued my interest in the game, and as more details
came flooding in I was rather piqued in the interest department, since it was
clear this wasn’t meant to be a standard tie-in. Indeed, that is evident from
the title of the game, with an insistence on not bearing the ‘Lord of the
Rings’ moniker, as indeed it takes place before the events of the
novel/movies/whatevers and also takes its liberties with the lore.
‘Middle-Earth’ it calls itself, and I actually find myself respecting the
developers for not sticking the ‘big names’ of the franchise on their work and
opting to actively set it apart from the others, and the game certainly
benefits from this. The mixture of Arkham-style combat and Assassin’s
Creed-style exploration were the final things to pique my interest, which
caused it to pique to saturation which ended with me getting the game.
Expect to use it follow quite a few trails in the main missions. |
One
of the unfortunate things I realised is that some of my impressions from the
initial reveals were spot-on. Generically grim hero on a generically grim quest
is sadly the best way to describe my attempts to cook, but also the best way to
describe the main plot of the game. The set-up is simultaneously bland yet
unique, we have our grimy grim hero and his wraithly grim compatriot set out on
a grim quest to avenge quite a few murders of family members by cutting a trail
through Mordor. Mind you, I actually didn’t mind the overall grimness of the
game owing to its nature (with a vicious murder chain and what not) but the
entire plot, especially the main plot, reeks of something that could have been
so much more. So much more could have been done with Talion’s character – we
get a glimpse of what could have been in my favourite moment in the entire
story, where the ghostly undead comrade reminds his bodily undead comrade that
he is no longer alive, and we get a quiet moment where Talion reflects on the
fact that he is no longer of this world (wherein ‘this’ refers to the world of
the living in the Tokien-verse, and not ‘this’ as in our world with overpriced
coffee and no country that speaks Sindarin). Alas, the main plot is dull from
both a story perspective and a gameplay perspective, as all the main story
missions are dreadfully dull and archaically scripted. Lore-wise, the game is
relatively spot-on with many interesting connections and mentions, all without
going down the road of overstuffing itself with references – hell, one of the
things I enjoyed about the setting was the complete lack of painfully obvious
references and overbearing parallels. It does its own and thing and carries it
well – and even the additions to Tolkien’s lore are acceptable.
Titbits of lore help add to the world. |
Combat
in the game is modelled after the Arkham approach, wherein combat is akin to a
dance where the longer you go on, the dancier you become and the more
flourishes and pirouettes you can do, but a single misstep will break your
entire routine and you will have to start from scratch. The Arkham style works
because it is simple, straightforward, satisfying and encourages precise play –
you become more powerful as your combo strings on and you open up several
special attacks while doing so. The Arkham system is arguably one of the best
ways to represent asymmetric combat wherein the protagonist, be it Batman or a
doubly undead man, is considerably more powerful than his foes and can easily
take on armies of them. And indeed he can as most large-scale battles against
the Uruk can turn into a clash between the lone Talion and a legion of Uruk and
one of the things I’d have to praise the game for is having a very enjoyable
‘power curve’ within it. Talion starts the game as a relatively normal Ranger
with a few wraith-tricks up his torn sleeve, but by the end of the game is
capable of devastating armies in a few moments and, literally, dancing from
Uruk to Uruk chopping their heads off. The best part is that you get to PLAY
this rise in power and each upgrade you unlock feels meaningful and impacts the
way you play the game. Indeed, at the start of the game you might struggle
against a swathe of Uruk but later on their numbers mean nothing to you –
though it does go to the extent that the game becomes ridiculously easy, but
you can argue that this curve is justified. Combat was generally responsive,
though I did suffer from what felt like moments of delayed inputs wherein
pushing the dodge button did nothing to avoid that Caragor leaping at my
throat, or I input the command to perform an execution but the game didn’t
register the direction I pressed in and I used it on the measly Uruk lying on
the floor and not on the giant shielded Uruk about to stab my rear. These
moments were rare, but they generally occurred at the worst times and thus felt
poignant enough for me to type about as I am right now.
The smooth transitions between wraith and man help add a sense of fluidity to combat. |
Alongside
the Combat, though not entirely a part of it, is the Stealth and Archery. The
Stealth is rather basic, you press a button to sneak about though the AssCreed
style movement lets you vault and climb all over the place while being
stealthy, it’s functional and not omnipresent – more useful early on, before
you are capable of making Uruk’s heads spontaneously explode. Archery is…
interesting because it involves pulling a wraith bow out of wraith air and
using it to shoot wraith arrows at your foes, complete with the requisite
ability to slow down time when you aim. On their own, Stealth and Archery
aren’t much, but when you combine them with the Combat and the Movement they
really manage to gel together really well – if you find yourself outnumbered
you can turn tail and climb up a giant building, use your vantage point to
snipe Uruk or hide yourself and use stealth to re-enter Combat. Additionally,
there are various environmental factors you can use, such as exploding barrels
(of the booze (grog) variety), exploding fireplaces (wraith induced
explosivity), Caragor bait and so on – so if you find yourself in a pinch, it
leads to a bit of organic combat where you might have to make quick use of the
environment to ensure you don't die again. You might find yourself
overly-swarmed by Uruk, unable to fall back since doing so will let your target
escape but not falling back might cause you to return to death momentarily, but
lo and behold you find that there is a grog barrel nearby, so you enter wraith
bow mode and use the slowdown to line up a shot and make Uruk explode.
Movement
is, as mentioned before, of the AssCreed kind wherein you can jump all over the
place and perform leaps of faith, albiet without mandatory conveniently placed
haystacks. You can also mount some of the wilderness to get around faster, or
get around in a stompier fashion – though fast travel might often be the way to
go because the world is unfortunately not very interesting. I’d praise the devs
for opting to make a smaller, more content-rich open world rather than an
incredibly large, massive world of boredom (*cough* FarCry 3 *cough*) – though
that still isn’t enough to stop the desolation of an open-world. There are
several side-things to do, weapon challenges and so on, but those are generally
‘more of the same’ and the game’s world is an undulating spread of brown or
green – though I don’t feel like rapping the colour-based aesthetic of the
world, since that IS what Mordor is.
They'll remember. |
I'm a sucker for cool 'showdown' scenes and each Uruk captain gets his own. |
Though,
the magnum opus of this game is the Nemesis System (a.k.a. Armies of Sauron)
which is the most enjoyable, memorable and sadly under-explored part of the
game. The dynamic, randomly-generated Uruk Captains and above, have their own
randomly-generated names, traits, personalities and so on. There’s a pretty
impressive array of possibilities for the Uruk, and partaking in the shifting,
uneasy and bloodthirsty hierarchy is a lot of fun. As mentioned before, death
in the game doesn’t really result in a game over, but Talion simply dies and is
then brought back to life after some in-game time has passed – but death has
its consequences, the Uruk who kills you gets a massive boost to his power,
throttling even a common Uruk from namelessness to attaining a name, a title,
various attributes and a whole lot of smug pride at the fact that he killed
you. Similarly, if an already named and initiated Captain kills you he gets a
massive boost in power and will remember the fact that he killed you (ergo, he
becomes your Nemesis). Uruk rise and fall, clash against each other, lead their
own attempts to gain power and you get a say in all of that, you can interrupt
assassination attempts, disrupt feasts, turn duels into wars and even dictate
their rise or fall. Combine this with the fact that, later in the game, you get
the ability to dominate and control Uruk to obey you, letting you literally
dictate the armies. The system can lead to some really amusing moments, such as
when a Warchief enters the scene to confront you (complete with slow-mo walking
and other Uruk chanting his name), walks up to you menacingly and then turns
tail and runs because he has ‘Weakness: Fear of Carragors’ and you just
happened to be sitting atop one.
I’d
say that the Nemesis System deserves to have its own game – wherein the system
is more fleshed out, with more possibilities and complexities (perhaps unbound
from the lore and franchise), perhaps with political systems, more dynamic
events and general variety. Additionally, wherein the system is the core
feature, since despite its importance it is not central to the game’s plot and
is more of a ‘brilliant side-feature’.
Additionally,
I’d want to address the elephant in the room, an elephant that appeared in the
room after I finished the game and has been stalking me for a while now
resistant to the charms and wiles of peanuts, and it’s the nature of how rushed
the final parts of the game are, combined with the fact that the game ends on a
cliff hanger – cum – sequel/DLC hook.
Tooltips ahoy! |
All
in all, Shadow of Mordor does a whole lot of good in the ideas department, and
does a fair bit of good with these ideas but doesn’t reach a crescendo that
these ideas deserved. A strong example of a whole lot of strong, potentially
incredible concepts executed in a more mundane fashion – a fashion that will
leave you thinking about the potentially lost potential in great ideas. Is it
worth the purchase? Hard to tell, it’s a fine game but I suppose, such is the
risk of going on a thoroughly tangential tangent, does not have a target
audience it squares in on. I had a good time with it, even if parts of it were
spent lamenting the potential for utter greatness.
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