Like Shadow of Mordor before it, Middle-earth: Shadow of War is so much more than just another open-world action game with Batman’s combat. Its amazing Nemesis system makes almost every encounter with a named enemy a memorable battle, and the new fortress sieges give it legs beyond the campaign through asynchronous multiplayer.
This story plays just as fast and loose with Lord of the Rings’ lore as the last time. It picks up after the conjoined spirits of ancient elf lord Celebrimbor and Aragorn stunt double Talion forge a new Ring of Power… and immediately lose it. Their beefs with the weirdly sexy human form of the giant spider Shelob, the Witch King, and even Sauron himself (again) feel drawn out and filled with plenty of clunky, derivative dialogue, but there are some strong moments.Flashbacks to the Ringwraiths’ corruption give the ghostly Nazgul a tragic side, battles with the fiery Balrog are big on spectacle, and witnessing the founding of Minas Morgul (several hundred years later than J.R.R Tolkien suggested) are all standouts – if you can stomach the non-canon version of events. A growing conflict between the stoic and pragmatic Celebrimbor and the empathetic and Gondor-loyal Talion adds some depth to both characters, though with all the setup I was expecting a choice between their philosophies that never came. And there are a few original characters, especially the returning Ratbag, who provide some decent comic relief in the absence of dwarves or hobbits.
Each of the five zones looks markedly different.
“
Each region is a respectable size, which means there’s quite a lot of running from place to place as you chase down quest markers, but Talion’s moves make movement quick and fun. You start with or quickly unlock most of the running powers from the end of Shadow of Mordor, which make you work for your speed boosts by tapping the run button as you vault over objects and leap between handholds on walls. You also get an indispensable new double-jump ability which allows you to leap longer distances and change direction mid-air. I rarely jump without it anymore, even when I don’t need it, because it feels so good to use. The catch is that, like in most open-world games in which you can climb nearly anything, there’s an annoying tendency of sticking to the wrong thing or getting stuck briefly to a ledge when you wanted to roll off of it.
There’s a remarkable range of voices, faces, and armor types.
“
Some uruks become enraged over literally everything.
“
Uruk captains are also walking meat pinatas full of potentially game-changing loot, which ranges from a sword that has a chance to set things on fire to a suit of armor that actively heals you while you’re on fire. The higher the level of the uruk you kill, the better the potential of the gear that will drop. That makes it an interesting tradeoff to kill an uruk captain instead of brainwashing him and recruiting him into your army.
Each piece of rare, epic, or legendary loot comes with a challenge to unlock its more powerful traits: for instance, kill X enemies while mounted on a tiger-like Caragor and your sword will suddenly do more damage while your health is low, or throw Y enemies off of ledges to activate your cape’s power to make your allies do more damage in combat. Thanks to these side goals there’s always something new to do as you fight, and there’s always another reward waiting for you. Some of those challenges are built around the absurdly forgiving stealth (you can pretty much run right up to an uruk and stab him to death before anyone notices), but most are active and interesting. There’s also a Diablo-like gem crafting and slotting system, which lets you customize your build on each piece of gear to suit your playstyle with enhanced damage, health, or chances for good-quality drops.Dozens of orcs can flood the screen at once.
“
Knowing when to back off and find a way to heal up is key: thanks to Talion’s mobility and most uruk’s relatively slow speed it’s almost always easy to escape when you need to. But especially when you’re in tight quarters, Shadow of War is much better at keeping the pressure on than Shadow of Mordor, and high-level uruks just keep on coming, so its fights never get quite as easy toward the end. Considering it’s actually impactful and sort of fun to die because of the way the enemy uruks rank up, that’s a very good thing. Any nameless uruk who gets in a lucky shot becomes a captain as a reward – and also becomes a great target for satisfying revenge.
Drakes are some of the most impressive dragon fights since Skyrim.
“
Outside of siege trolls and sappers, the only other notable new enemies are the Nazgul themselves, who make ghostly appearances for boss fights and each require specific moves to make them vulnerable to attack. Those fights can get tough, especially when they happen in the midst of a larger brawl where it’s hard to focus on countering everything at once.
The battle with the fortress Overlord is no joke.
“
Uruks you capture are essentially loot.
“
These battles and the buildup to them is where you're likely to spend the majority of your time with Shadow of War. The campaign missions are in the 15 to 20-hour range, but I easily spent that long again fighting uruks to create my armies and doing both campaign and online sieges. On top of that are a good number of challenge missions, presented as flashbacks to Celebrimbor's heyday, and plenty of collectibles to keep you busy.
The other online feature is carried over from Shadow of Mordor: if you’re killed, other players get a chance at killing the uruk who killed you, and vice versa. Joining one of those Vendetta missions is a good way to make sure you get a proven challenge: usually, if an uruk has killed someone it’s not going to be a pushover. This is a great way to score some of Shadow of War’s somewhat redundant loot boxes, if you’re so inclined.
On that note, a quick word about the controversial microtransactions: you can and totally should ignore them completely. Buying loot boxes is just a way to get loot that isn’t killing uruks, which is the best thing about Shadow of War. It’s especially bizarre that these exist because so much of the allure of Shadow of War is that its enemies basically are loot boxes to begin with. So in buying them, you’d basically be paying to avoid scratching off the metaphorical lottery ticket that is an uruk’s head to reveal the loot you’re about to acquire. On top of that, I’ve had more than enough of the in-game silver currency to buy whatever I’ve needed in terms of upgrades (it’s used to enhance gear or unlock slots captain slots for sieges and defenses), so there’s been no need or even desire to spend a dime.Verdict
Similar to the way Batman: Arkham City built on the foundation of Arkham Asylum, Middle-earth: Shadow of War is bigger and more ambitious in scope than Shadow of Mordor, with great results. The way it expands the Nemesis system with far greater variety and fortress sieges makes even better use of the stand-out generated characters, and its battles with memorable uruk captains remain challenging all the way through the campaign and into the clever asynchronous multiplayer beyond.