Middle-earth: Shadow of War is an extraordinary game: in its complexity, in its ambition and perhaps most of all, in its undeniable messiness.

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When Middle-earth: Shadow of Mordor launched in năm trước, it was a surprise, if not a revelation. Though it appeared in kinh doanh materials và press events to lớn be a tonally incoherent cash-in on a beloved intellectual property, Shadow of Mordor introduced one of the most astounding thiết kế innovations in the past decade of game development: the Nemesis System.

Developer Monolith Productions has, of course, returned to lớn the this brilliant system in Shadow of War. The armies of orcs that would normally be nameless, personality-stripped bad guys are transformed. Enemy captains & warchiefs are imbued with entrancing và often hilarious character. Stories emerge procedurally rather than through cutscenes; each player experiences their own tale about the one Uruk they just can’t keep down, or the enemy whose hvà they cut off only to have hyên ổn return with a hook for a hvà.

The Nemesis System was something delightful và totally new in 2014, and it was enough lớn earn the game a spot on our game of the year menu. Now, it has expanded it lớn include even more orcs of a wider variety of personality types, and more interactions & options for building your personal army. In fact, Monolith focuses in so much on this aspect of the game that it loses the plot in other parts — like, well, the plot.

To tackle a game as big as Shadow of War while acknowledging how beloved its predecessor was, we decided to lớn have two editors handle this review: nhận xét editor Phil Kollar & executive editor Chris Plante.


Middle-earth: Shadow of War picks up shortly after the goofy twist at the end of Shadow of Mordor. (Spoilers incoming for that game’s conclusion in 3 … 2 … 1.) The undying human ranger Talion and his ghostly elf companion Celebrimbor have forged a “New Ring,” a powerful weapon to lớn help them fight bachồng against the dark lord Sauron and his endless army of orcs. Along with a rotating cast of green-skinned brutes, Talion and Celebrimbor team up with a bigger group of allies in this game, including the elven assassin Eltariel & a mystical wood spirit named Carnan.

If you’re a longtime Lord of the Rings người who found Shadow of Mordor’s looseness with canon distasteful, this sequel is only going to lớn make you angrier. It’s closer to lớn the original works of author J.R.R. Tolkien in some ways — while the first game seemed comfortable existing on its own as some sort of what-if scenario, Shadow of War seeks lớn bridge the gap between The Hobbit & the proper Lord of the Rings trilogy — yet it manages lớn be more extreme in the liberties it takes with the established lore of the series.

I should probably make it clear here that I am not one of those hardcore fans. I’ve read a few Tolkien books, I enjoyed the Lord of the Ring movies, but the lore stuff doesn’t matter lớn me. If anything, my annoyance at Shadow of War’s storytelling stems more from how self-serious & stuffy it is. Every time the game gave in khổng lồ goofy, cornball antics — some of the stuff I expect will turn off intense fans — I actually enjoyed it more. Did the story bother you at all, Chris, or were you able khổng lồ mostly ignore it for the sake of that sweet Middle-earth gameplay?

Monolith Productions/Warner Bros. Interactive Entertainment CHRISThe main story is predictable & self-serious, but I appreciate the establishing of stakes. For the most part, I could trachồng why I was required to lớn pop orc heads like thousands of juicy grapes. I need to save sầu sometoàn thân or someplace or something that, should I fail, will mean doom inherits the lvà. Unlike so many open-world games, Shadow of War is holistic: Practically everything you vày feeds inlớn the larger quest to lớn conquer evil, whether it’s training allies, grinding resources or toppling effigies.

I vày wish the plot shared the playfulness found in individual encounters with orc leaders. Even more so than its predecessor, Shadow of War goes out of its way lớn imbue bosses with distinguishable, often likable personalities. Within the first few hours, I’d met a poet, a singer, a pseudo-ornithologist and so many other oddballs.

It feels like magic how each character evolves, depending on whether you make them an ally, humiliate them before their peers, or simply melt off their flesh. I shamed one enemy in combat so many times that he mentally regressed, gradually devolving from an eloquent leader lớn a non-verbal goon, stalking me from one encounter to lớn the next, grunting and barking. Later I turned hyên khổng lồ my side, then made him my bodyguard. We are friends now.

That’s the silly thing: I care so much more about my orc pals that, by comparison, the central characters clog the game with middling cutscenes at best, và at worst, force me to lớn participate in stealth missions in which my supposed buddy can’t help but run directly into lớn combat like a total buffoon. Mercifully, the main characters don’t succumb lớn inane fantasy dialogue, but nonetheless, when they spoke my eyes looked nearly as dead as theirs.

As for the orcs — my sweet, sweet, orcs — I have some mixed feelings about our supposed friendships. I mentioned this with the previous game, but while the mechanic of recruiting a massive sầu army is fun, the idea of enslaving creatures doesn’t leave sầu a pleasant aftertaste, khổng lồ say the very least. And by act two, enslaving orcs is the staple of this heavy meal. Shadow of War is a game that works best when you don’t think too much about what it is you’re actually doing.

So lớn get baông xã lớn your question, no, I didn’t love sầu the main story, but the friction between main quests and side quests, humor & horror, is unquestionably baked into lớn the heart of this particular branch of Middle-earth đoạn phim games. A high-stakes world littered with quirky characters — most of whom you will slaughter or lead lớn slaughter against their will.

Speaking of being all things at once, I sure was overwhelmed by the wealth of skill tree unlocks, weapon modifications, loot, follower upgrades & fortress modifications. Rather than taking a complex system và making it more accessible, the developers have taken a complex system và added layer upon layer. The more time I’ve sầu had khổng lồ learn the systems, the more enjoyable they’ve become, but I’m curious how you feel. And at what point does managing so many in-game menus và characters become work?

Monolith Productions/Warner Bros. Interactive sầu Entertainment
PHILI mentioned at the start of this Review that Middle-earth: Shadow of War is a messy game, & that messiness is most apparent in the way it spaces out the introduction of skills & systems, especially at the beginning. The first act is basically just a deluge — a piling-on of every mechanic from the first game, with the assumption that you’ll remember how all of this stuff works.

To Monolith’s credit, I did remember … eventually. It was probably about three or four hours inlớn act two that I finally started khổng lồ feel comfortable with Shadow of War. And once I did feel comfortable, things clicked in a way that reminded me exactly why I fell in love with this game’s predecessor.

Take the orc armies, as an example. Moral quandaries và even lovable personalities aside, there’s an approachable but deliciously meaty layer of strategy lớn how this part of the game functions. Each orc you recruit has its own traits — elements that it’s scared of, attachồng types it’s immune to lớn, stuff that just pisses it off and sends it inkhổng lồ a rage. These tidbits build on the orc’s character but also help you determine who’s easiest khổng lồ take down, who’s best lớn recruit for a high-ranking spot in your own army and so on.

Shadow of War’s biggest addition to lớn this system comes in the size of fortress sieges. While the orcs in Shadow of Mordor had a hierarchy you needed to dismantle step by step, in this game there’s a physical manifestation of that commvà line: Each territory has its own fortress ruled by an overlord, who is in turn defended by anywhere from one to six warchiefs.

Invading a fortress requires considerable time khổng lồ recruit an army of your own along with strategy in the size of picking the right assault leaders for the job. If you pichồng an orc who is terrified of fire to attack a castle with lava flowing down the walls và fire-breathing drakes circling around it, you’ll struggle. You can try lớn brute-force your way through scenargame ios by killing everyone as Talion, but Monolith has exponentially increased the spectacle in Shadow of War, making it extremely easy to be overwhelmed by a veritable legion of bloodthirsty enemies. If you don’t plan wisely, you will die. And if you die, the orcs who killed you will màn chơi up & grow more powerful, making the next attempt khổng lồ take a fortress all the more difficult.

The greater meta-strategy game around orc management and fortress sieging has enough quirks and variety khổng lồ keep players invested for a long time. Monolith seems khổng lồ have recognized this as the real draw of the game; the story takes a backseat through act two, with most of the plot development & cutscenes coming from largely optional sidequests that are scattered throughout the game’s five zones. I didn’t mind. Castle sieges are Shadow of War at its best.

Monolith Productions/Warner Bros. Interactive sầu Entertainment
CHRISYou referred khổng lồ the orc swarms as a spectacle, & somehow, that may be an understatement. Dozens of orcs, caragors, drakes & other beasts regularly filled my screen, along with prompts warning of a melee attaông chồng, a lethal arrow or just a plain old fireball coming directly for my noggin. Most, if not all, visual prompts (like a flashing triangle button, letting you know to parry) can be disabled through the options menu. While that doesn’t scale baông xã the Boss gangs, it does at least make individual targets & attacks easier to spot và react lớn.

Like most relationships with mobs, mine is complicated. On one hvà, the game achieves a sense of scale that, while it doesn’t reach the màn chơi of “war,” certainly depicts sizable battles. When the original Lord of the Rings trilogy arrived in theaters in 2001, much puff was made of its computer animation tricks that phối massive digital armies in head-to-head clashes. I think Shadow of War achieves a similar accomplishment for games. While the game’s world often looks like a high-resolution version of the previous generation of Assassin’s Creed games, it’s filled with more enemies than any of its contemporaries. And while it doesn’t really feel lived in (what vị orcs vị when they’re not drinking & killing?), it does feel realistically populated.

All of those baddies serve sầu as fleshy targets for the player’s many weapons & violent abilities. At their best, enemies’ unexpected reactions are their own stories with highs và lows, tiny failures and tiny victories. One memorable fight began with me stealthily poisoning the grog of some relaxing orcs, but once they spotted me, a group of caragor-riding minions chased me up a tower. They had the upper hvà, until I brutally carved their leader lượt thích a Thanksgiving turkey, sending a couple dozen orcs sprinting inkhổng lồ the sunset.

On the other h&, the orcs are so abundant that fights regularly feel too crowded. In the previous game, I rapidly mastered the full bộ system. But in Shadow of War, big combos have come less frequently, usually interrupted by an arrow from a far-off, unseen enemy or a band of orcs lunging into lớn the fray all at once. More attacks and abilities help knoông xã bachồng groups of enemies, but 15 or so hours in, they feel unreliable and underpowered.

Shadow of War’s double jump makes zero sense in the realm of physics, but who cares when it feels so good?

Maybe this is the game’s way of letting me know I’m under-equipped for battle, but I don’t think so. Whether I was new khổng lồ a fortress or had enslaved all of its captains, fights continued to lớn feel claustrophobic and busy.

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When I vày find myself evenly matched, though, wow does this game make me feel like a brilliant phối of assassin và barbarian. I can’t believe sầu we made it this far without talking about the double jump, which makes zero sense in the realm of physics, but who cares when it feels so good? The second jump magnetizes khổng lồ roofs, walls or wires, & can be interrupted midair with a volley of lethal arrows. Enemies drop loot that can grant special buffs, like making it more likely that an enemy is poisoned or that their head will explode in a mist of gore.

The tăng cấp tree, while complex, grants some hilarious powers. In one fight, I knocked back enemies by throwing five daggers at once, let loose a drake, shot said drake in the mouth until it submitted to my greatness, then teleported onlớn its back, covering the fortress and all the stunned (và presumably impressed) orcs in flames. This is how you’re meant to lớn deal with the intimidating hordes of enemies. The game wants you to lớn think. And when you do, you’re rewarded. So I’m torn on what frustrates me because it’s the game’s fault, versus what frustrates me because my style of play is sometimes at odds with what the game wants me khổng lồ vì.

Which brings me khổng lồ the endgame. Phil, you’ve sầu conquered all of the fortresses, slaughtered who knows how many bad dudes, và plodded through so many menus. Does the game get even more complicated? Does it find its chill? What should I expect as I move sầu forward?

Monolith Productions/Warner Bros. Interactive sầu Entertainment
PHILThe endgame of Shadow of War is … it’s a lot, Chris. Upon finishing the previous game, many players talked about how they wished there was more to vì chưng after the story’s completion, how they’d love sầu khổng lồ just stichồng around & build up orc armies and clash them against each other. Monolith clearly took these conversations to heart when coming up with the new game’s fourth act, Shadow Wars, which serves as an ongoing finale.

I won’t spoil the plot — which has some hilariously goofy twists & turns near the kết thúc — but I will say that Shadow Wars takes the siege gameplay and flips it around. You’ve conquered all these orc fortresses, so now what? Naturally, you need to defover them against invading armies of ever-increasing difficulty.

From the outside, Shadow Wars is a legitimately inspired idea. It provides an endless playground và plenty of motivation lớn keep raising & upgrading your armies, replacing your allies with bigger và better alternatives, và slicing down floods of enemies. It’s also a great time khổng lồ fiddle with the game’s asynchronous multiplayer, which allows you to go on vendetta missions to lớn take out orcs that killed other players, or even siege another player’s fortress for loot.

However, Shadow Wars is spoiled by two major issues.

First, it’s not just postgame nội dung. While the main plot of Shadow of War wraps up in relatively tidy fashion before act four begins, Monolith has confirmed that there is a second ending unlocked by completing Shadow Wars. (The developers are calling it a “bonus ending.”) I love sầu the idea of offering dozens of hours of grindy yet fun nội dung for players who really adore this game to sink their teeth into lớn. But that works better as an option rather than a looming obligation for completionists. Having the game’s real finale locked away behind those dozens of hours — hours that, while fun, are devoid of story missions, side quests, cutscenes or other distractions that help mix up the pace — is a disappointment.

Will I return lớn mess around in Shadow Wars some more? Almost certainly. But I have no plans lớn ever see that final scene outside of YouTube.

The bigger và more pressing problem with Shadow Wars is that it’s the main trang chủ of one of Shadow of War’s more controversial additions khổng lồ the first game’s formula: microtransactions. Technically, you can jump inlớn the marketplace và purchase loot chests earlier in the game, but there’s really no pull to do so during the main campaign. You can find plenty of nice armor và weapons and all the orcs you need by playing regularly.

In Shadow Wars, however, things get more complicated. With all other side content drained, the only thing left to bởi vì is to play fortress defense missions (& collect more orcs to help with more fortress defense missions). Finding powerful orcs becomes the be-all, end-all focus of the game, & the easiest way khổng lồ find powerful orcs is, cynically, khổng lồ purchase them. The cheapest chest on the marketplace (which offers the barest guarantees on the unique of allies you unlock) can be purchased using the in-game money Talion picks up. That money also buys upgrades to your fortresses, though, & between the two I spent all 60,000 or 70,000 coins I had gathered over the course of the chiến dịch in a few hours.

When you run out of in-game money, you have two choices: Make a huge time investment by hunting down orcs in your game world and earning chests via vendetta missions, or spend some real money lớn get the more powerful orcs you need now. Does the game ever force you to lớn spover money? No. I’m sure you can get lớn the kết thúc of Shadow Wars without spending a dime, as long as you’re patient và persistent. But locking progress through this mode (và, again, toward the game’s secondary ending) behind either spending more money or doing tons of tedious busywork feels at least greedy if not predatory.


If you can get past the microtransactions, Shadow Wars seems phối to provide a much meatier extended playtime than Shadow of Mordor ever offered. But more than anything, that’s my biggest disappointment with Middle-earth: Shadow of War: Everything about it seems khổng lồ come with a caveat, some small annoyance or two that you need lớn dig past lớn get to lớn the still-very-fun game underneath. The Nemesis System is still a wonder that has yet khổng lồ be replicated. The movement & combat are thrilling.


There’s so much khổng lồ do! But also, there’s so much to vì. The line between work và play is a thin one that runs directly through Middle-earth. And so I feel torn. I really had a wonderful time throughout this game that regularly made me feel frustrated or icky or simply exhausted. It’s a truly inspired exercise in thiết kế, one that seems OK with numerous flaws so long as they allow for its complex systems khổng lồ be prioritized above all else.


Shadow of Mordor was unrefined but in a way that was ahead of its time. Playing it felt like glimpsing the future of big action games. Monolith’s attempts khổng lồ build on that vision in Shadow of War are often successful, particularly where the deeper Nemesis System is concerned. But other pieces of this sequel feel undercooked, getting in the way of what should be a great time. Shadow of War provided plenty of fun in the 30 or 40 hours I’ve sầu spent with it so far, but somehow this future seemed so much brighter in năm trước.

Middle-earth: Shadow of War was reviewed using “retail” PlayStation 4 download codes provided by Warner Bros. Interactive sầu Entertainment. You can find additional information about congthuong.net’s ethics policy here.

Platsize Win, PS4, Xbox One quảng cáo online Warner Bros. Interactive sầu Entertainment Release Date Oct 10, 2017 PS4 Score 7.5 Developer Monolith Productions

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1 update made to lớn this story
Updated on October 8, 2017

In the original version of the reviews, the ending of Shadow Wars was described as the “true ending.” For clarification, we’ve sầu changed the mô tả tìm kiếm.