Desolation of Mordor and the Blade of Galadriel

Today the latest story DLC unlocked for Middle-earth: Shadow of War. The Desolation of Mordor allows you to play as Captain Baranor, who we now find adventuring in the deserts wastes of Lithlad in Eastern Mordor. Unlike Talion and Eltariel, Baranor does not have any Wraith Powers or the innate gifts and talents of the first born. He is merely a mortal man which subsequently adds an interesting dynamic to the game play. However, Baranor quickly meets up with Dwarven Hunter Torvin, who provides him with a several usefully Numenorean artefacts which fill his “skills gap”. These include a Gauntlet that expands to become a buckler. It also houses a crossbow that fires a variety bolts as well as a grappling hook, thus aiding Baranor with climbing. The other artefact is a kite that is stowed in a back pack. This acts as a parachute and can also be used via the hot thermal vents that litter the landscape, to ascend to vertical vantage points.

Today the latest story DLC unlocked for Middle-earth: Shadow of War. The Desolation of Mordor allows you to play as Captain Baranor, who we now find adventuring in the deserts wastes of Lithlad in Eastern Mordor. Unlike Talion and Eltariel, Baranor does not have any Wraith Powers or the innate gifts and talents of the first born. He is merely a mortal man which subsequently adds an interesting dynamic to the game play. However, Baranor quickly meets up with Dwarven Hunter Torvin, who provides him with a several usefully Numenorean artefacts which fill his “skills gap”. These include a Gauntlet that expands to become a buckler. It also houses a crossbow that fires a variety bolts as well as a grappling hook, thus aiding Baranor with climbing. The other artefact is a kite that is stowed in a back pack. This acts as a parachute and can also be used via the hot thermal vents that litter the landscape, to ascend to vertical vantage points.

The story is relatively straightforward, with Baranor hiring the Easterling mercenary army, The Vanishing Sons and seeking to conquer the regional fortress of Shindram. Due to a quirk of fate (and narrative requirements) The Vanishing Sons are led by Baranor’s older brother Serka. It is the dialogue between the two which makes this story better than average. Both characters are well voice acted respectively by Ike Amadi and Usman Ally. There is a good chemistry between both actors and the narrative strikes the right tone with equal helpings of high adventure and ironic humorous dialogue. It a pleasant surprise to see the Dwarf Torvin return, although his role this time is more of a functional NPC, rather than a major character. The desert environment is a welcome change from the existing Mordor zones, and the Numenorean Fortress that is occupied by Orcs is strikingly different in its architectural style.

All things considered I found Desolation of Mordor to be a superior story expansion than the previous DLC, the Blade of Galadriel. The story of Eltariel is adequate but hardly offers any major difference from playing as Talion. Instead of dominating Orcs, Eltariel destroys them using the Light of Galadriel, although several Uruks do ally themselves with her as they have common goals. In fact, the character of Galadriel come across as martinet in this story and I felt somewhat sorry for Eltariel as she struggles to please such a hard taskmaster. However, Eltariel’s fighting style with twin blades does offer some interesting variations in technique compared to Talion and her quickshot archery ability often proves invaluable. It is the story that is the weakest aspect of this DLC and it is somewhat incredulous even by Middle-earth: Shadow of War standards. There seems to be a never-ending supply of unknown, non-canonical Nazgûl waiting in the wings to act as convenient plot devices. The crowbarring of an Eastern aesthetic into the proceedings is interesting but I’m sure hardcore purists will be having kittens.

If you set aside the biggest weakness of Middle-earth: Shadow of War, which is its loot box and market which somewhat undermines the Nemesis system, you still have an enjoyable RPG which blends a variety of action and stealth gaming mechanics. Developers Monolith Production recently announced that the market would be closing and ultimately removed from the game. As of today, players can no longer buy gold and a later patch will restructure the acquisition of Orcs. No doubt all of this will be done in time for the release of the Game of the Year Edition. However, I do not regret my decision to buy the Gold Edition of Middle-earth: Shadow of War upon its release last October. Irrespective of the games business model flaws, I do feel that I’ve had good value from the entire game. I prefer the Desolation of Mordor to the other DLC and felt that it was wise to release this one last of all, thus ending the game on a high point. It will be interesting to see if this franchise will continue or whether Warner Bros. will create any similar games based on the works of JRR Tolkien.

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Gaming, Shadow of War, DLC, Blade of Galadriel Roger Edwards Gaming, Shadow of War, DLC, Blade of Galadriel Roger Edwards

Shadow of War: Blade of Galadriel DLC

Warner Bros released a new story expansion for Middle-earth: Shadow of War on Tuesday as well as a patch that expands and “improves” the core game. Blade of Galadriel DLC, follows the adventures of Eltariel, an elite Elven warrior who is sent to Mordor to hunt the Nazgûl. As a playable character Eltariel wields dual blades and the uses the Light of Galadriel instead of a Ring of Power. There are also another eight unique Legendary Orcs added to main story campaign that can be recruited. The Nemesis System has been tweaked, introducing new traits and behaviours to Orc Captains. These include “Tunnel Rat” which lets Orcs burrow into the ground and summon Ghûls, and “Sniper Shot”, which causes archers to fire from great distances with pinpoint accuracy. “Tremor”, makes Ologs concussively hit the ground, staggering nearby foes and damaging structures. The “Gifts of Treasure” offers an alternate way to earn Gems and Mirian.

Warner Bros released a new story expansion for Middle-earth: Shadow of War on Tuesday as well as a patch that expands and “improves” the core game. Blade of Galadriel DLC, follows the adventures of Eltariel, an elite Elven warrior who is sent to Mordor to hunt the Nazgûl. As a playable character Eltariel wields dual blades and the uses the Light of Galadriel instead of a Ring of Power. There are also another eight unique Legendary Orcs added to main story campaign that can be recruited. The Nemesis System has been tweaked, introducing new traits and behaviours to Orc Captains. These include “Tunnel Rat” which lets Orcs burrow into the ground and summon Ghûls, and “Sniper Shot”, which causes archers to fire from great distances with pinpoint accuracy. “Tremor”, makes Ologs concussively hit the ground, staggering nearby foes and damaging structures. The “Gifts of Treasure” offers an alternate way to earn Gems and Mirian.

Photo Mode has also been upgraded, adding new filters, frames, styles, adjustable expressions, and stickers. I always enjoy this facility when it appears in a game and would like to see it available in more titles. Taking screen captures of alts has always been a major part of the fun of any RPG or MMORPG and developers should not overlook this. The latest DLC and patch have also added new Talion or Eltariel player skins for use in the main story campaign. There's also a new stat page, making it easier to keep track of your progress through the game. Plus, a Field of View option has been added which is something that players have regularly asked for. In any game where situational awareness is important, having a broad FOV in invaluable.

I played Middle-earth: Shadow of War heavily when it was released last October. It’s the sort of game that lends itself to intensive play and forging ahead through the storyline. The main selling point is the ridiculous, lore breaking narrative that takes substantial liberties with established canon. Yet if you’re prepared to suspend your sense of disbelief, it is an entertaining game. What becomes very clear after playing the new Blade of Galadriel DLC for about twenty minutes or so, is that apart from a new character skin and a few alternative skills, you’re doing exactly the same as what you did initially with Talion. It’s a classic example of same meat, different gravy which is fine if you can’t get enough of murdering Orcs. However, if you grew tired of this last time round, it’s not going to get any better this time.

Needless to say, as I have other games available at present that I’m more interested in pursuing, I decide to postpone exploring the Blade of Galadriel for the immediate future. Another reason to put it on hold is the simple fact that I’ve already forgotten most of the keyboard combinations for the special attacks and powers. Something that seems to happen a lot these days if I stop playing a game for too long. However, I will give credit where credit is due, because Monolith Studios have certainly provided a substantial amount of new content in this DLC. Furthermore, as a season pass holder there is still more to come later this year. I suspect that I will enjoy this new story at a later date when I want something a little less demanding than the MMOs I am currently involved with.

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Classic Game Themes: Shadow of War

The soundtrack for Middle-earth: Shadow of Mordor by Gary Schyman and Nathan Grigg was a dark and brooding affair, reflecting the tragedy of its central characters. It was a score based upon haunting strings, low vocals and ominous tones. However, both composers have crafted a somewhat different soundscape for the sequel Middle-earth: Shadow of War. It should be noted that if you are an ardent fan of Howard Shores scores for Peter Jackson’s movies, that Gary Schyman and Nathan Grigg’s approach to Middle-earth is quite different, although both are orchestral works. Shores grandiose themes often reflected the enormity and history of Middle-earth. Here the music is more personal, channelling the emotions of those who stories unfold against such momentous events.

The soundtrack for Middle-earth: Shadow of Mordor by Gary Schyman and Nathan Grigg was a dark and brooding affair, reflecting the tragedy of its central characters. It was a score based upon haunting strings, low vocals and ominous tones. However, both composers have crafted a somewhat different soundscape for the sequel Middle-earth: Shadow of War. It should be noted that if you are an ardent fan of Howard Shores scores for Peter Jackson’s movies, that Gary Schyman and Nathan Grigg’s approach to Middle-earth is quite different, although both are orchestral works. Shores grandiose themes often reflected the enormity and history of Middle-earth. Here the music is more personal, channelling the emotions of those who stories unfold against such momentous events.

The first theme we encounter is with the games main menu. It is in fact an instrumental version of the song Fires of War which later plays across the end credits. This time round the music takes a different approach with a more positive and uplifting undercurrent. The stygian darkness of Mordor has been swapped for a more stoical mood and opening theme features swelling staccato strings. The central melody does still feature the high overtone along with the violins that were present in the first game but it feels very different this time, with a more optimistic spin. Talion is no longer seeking revenge but to over throw Sauron himself and this driving passion is reflected in the soundtrack.

Once you start following the narrative of the central story and move beyond Minas Ithil, the soundtrack feels much closer to the tense and portentous ambience of the original title, with choral parts and low register piano interludes. There are not so many leitmotifs used this time round and the score is more of an evolving soundscape. This suits the game play far more appropriately. For the sake of continuity, many of the themes associated with Talion’s specific abilities are used again. This includes the magnificent Caragor Riding with its off-kilter beat, Cello and vocalisation of the Ring Lore. Overall Middle-earth: Shadow of War boasts a very accomplished soundtrack and a worthy successor to its predecessor.

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Shadow of War: Grinding to a Halt

After fifty plus hours of playing Middle-earth: Shadow of War, I have finally ground to a halt, in more ways than one. I have completed the Gondor, Shelob, Eltarial and Carnán quest lines, as well as the Brûz and Nemesis missions. I have also unlocked all the skills gained from the Shadow of the Past session play. Over the course of a fortnight, I’ve tackled all the “busy work” sub missions, such as the collectable Gondorian artefacts and Shelob’s memories. My approach to Middle-earth: Shadow of War has been very focused and methodical. As a result, I have conquered all the regions that are currently available. Each fortress is populated by epic level Orcs that are loyal to the “Bright Lord”. Overall, it has been a very enjoyable experience, although the quality of gameplay has been somewhat inconsistent. Middle-earth: Shadow of War has several flaws and the endgame is one of them.

After fifty plus hours of playing Middle-earth: Shadow of War, I have finally ground to a halt, in more ways than one. I have completed the Gondor, Shelob, Eltarial and Carnán quest lines, as well as the Brûz and Nemesis missions. I have also unlocked all the skills gained from the Shadow of the Past session play. Over the course of a fortnight, I’ve tackled all the “busy work” sub missions, such as the collectable Gondorian artefacts and Shelob’s memories. My approach to Middle-earth: Shadow of War has been very focused and methodical. As a result, I have conquered all the regions that are currently available. Each fortress is populated by epic level Orcs that are loyal to the “Bright Lord”. Overall, it has been a very enjoyable experience, although the quality of gameplay has been somewhat inconsistent. Middle-earth: Shadow of War has several flaws and the endgame is one of them.

Compared to the previous game, there is a degree of skills bloat this time round. Some do seem somewhat superfluous, such as the ability to poison kegs of grog from range. However, picking the right skills for your playstyle and gear build is key to success. Some of the skill modifiers are essential and give the player a distinct advantage. Freeze Vault and Shadow Strike variants (especially the one that summons the target towards you) help immensely. It should be noted that combat is more complex this time round. The higher density of enemies makes stealth far harder. Taking the high ground and considering your next move helps immeasurably. At street level, especially in the fortresses it is very easy to become overwhelmed by enemies at times. Freeze Pin, Elven Fire and Rage can be used tactically to subdue a primary target and then clear swarming enemies. As with the previous game, running away if things get out of hand is a valid tactic. Summoning a body guard or a dominated beast can also be fun, although flying a Drake with a keyboard is not exactly easy.

The third act of the game, is a series of Siege Missions which are especially gruelling. Initially these are quite engaging as you plan your tactics and equip your assault force with suitable skills. But there are ten stages to this part of the game, where you repeatedly defend your five major fortresses. Naturally, the difficulty increases the further you progress as well as the duration of each siege. It does become a little repetitive towards the end and you feel at times like you’re simply plugging holes in a dike. You go from capture point to capture point holding back the enemy and healing your high-level orcs. There is often a tipping point where you know that events have gotten beyond your control and you can feel the battle slipping away from you. Hence there is an element of monotony to this part of the game and if you’ve already cleared all the other quests in the game, it can feel like a treadmill.

During the course of my play through, I’ve also made some basic errors that have now come back to inconvenience me. One of these being the equipment challenge which allows you to upgrade specific legendary gear. One of the easiest sets to obtain in the game is the Bright Lord armour which is gated behind Ithildin doors. There are word puzzles to solve to open them. I obtained this set quite early on in the game and the gear scaled to the level I was at the time. To upgrade the gear, I had to recruit specific Orc captains. However, by this time I had killed, replaced or seeded all relevant enemies in the region and was unable to find any Orcs that met the criteria. The only way to resolve the issue would be to kill my dominated Orcs and allow new ones loyal to Sauron to spawn. As I didn’t relish this prospect, I simply collected another legendary armour set, via the vendetta system. As I am now at level cap, the gear drops where of a comparable rating.

The lore breaking story of Middle-earth: Shadow of War is very inventive but a bit farcical at times. It really does play fast and loose with the established canon and flat out contradicts it at times. But despite these transgressions it is still quite enthralling. The nemesis system and the personalities of the various Orc are still at the games core. However, the endgame suffers due to the gating of Orcs behind loot boxes. As a player you have far less of an emotional connection to an Orc that you’ve literally just obtained from a crate, over one that you’ve fought, dominated and grown accustomed to. Furthermore, even the top tier Orcs that fight for you are somewhat squishy. Pit fights also are far from an exact science and I’ve lost some über Orcs to surprisingly low-level enemies. Integrating a cash shop into this part of the game has clearly had a detrimental effect upon the final act of Middle-earth: Shadow of War.

I have now reached the stage where I shall take some time out from Middle-earth: Shadow of War. As previously mentioned, the last stage of the game has been a bit of a grind and I would rather wait now for further content to be released, rather than kill my passion by just pottering about achieving nothing in particular. The release time table for the DLC was announced yesterday and it would appear that there’s no further narrative driven content until 2018. I don’t mind new Orc tribes to conquer but I do prefer story based content over simple achievements. I don’t regret pre-ordering the game, as it has been fun to participate in an event as it happens. However, if Shadow of War follows the pattern set by Shadow of Mordor, then a drop-in price may well occur by the end of the year. Certainly, buying the game at a discount will help compensate for the weak areas in the gameplay.

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Killing Orcs and Taking Names

Middle-earth: Shadow of Mordor unlocked on Steam at 6:00 PM today and within minutes I was back in Mordor murdering Orcs once again. It is interesting sequel, to say the least. First off, I’ve not seen quite as much mainstream publicity for a game for a while. There has been a fair amount of TV advertising and every London Bus I see, seems to be adorned with promotional posters for the game. Next, this game is acutely aware that it’s a sequel and does everything it can to improve and embellish upon the previous instalment. Such a policy broadly works but there are times when there seems to be an overabundance of choice. Many of the core skills from the first game make a return but have a subset of modifiers. Not all of them seem that important or relevant. However, the new double jump is invaluable for navigating the environment which features numerous iconic locations such as Minas Ithil and Cirith Ungol. There’s also a far greater number of mobs about this time so stealth is not always an easy option.

Middle-earth: Shadow of Mordor unlocked on Steam at 6:00 PM today and within minutes I was back in Mordor murdering Orcs once again. It is interesting sequel, to say the least. First off, I’ve not seen quite as much mainstream publicity for a game for a while. There has been a fair amount of TV advertising and every London Bus I see, seems to be adorned with promotional posters for the game. Next, this game is acutely aware that it’s a sequel and does everything it can to improve and embellish upon the previous instalment. Such a policy broadly works but there are times when there seems to be an overabundance of choice. Many of the core skills from the first game make a return but have a subset of modifiers. Not all of them seem that important or relevant. However, the new double jump is invaluable for navigating the environment which features numerous iconic locations such as Minas Ithil and Cirith Ungol. There’s also a far greater number of mobs about this time so stealth is not always an easy option.

As with the previous game, if you’re a Tolkien purist then you may object to some of the liberties that the writers have taken with existing lore. Talion is still connected to the spirit of Celebrimbor and the game starts with the forging of a new ring, free from the power of Sauron. However, the crafting process weakens the Second Age Ñoldorin prince and he is separated from Talion. The Grave Walker eventually tracks him down, finding him in the clutches of Shelob. She will release him only if Talion freely gives her the new ring. As he has no other option Talion agrees and Celebrimbor is restored to him. Shelob encourages them to make war upon Sauron and suggests that the Palantir of Minas Ithil will aid them. However, Sauron has plans of his own and lays siege to the Tower of the Moon. Celebrimbor deems the city lost but Talion feels obliged to fight with his people. However, will the pair of them be able to withstand the Nazgûl and their leader the Witch-King of Angmar.

It's a bold narrative despite the canonical inconsistencies. Minas Ithil fell to the Nazgûl 939 years earlier in the third age but to be honest it doesn’t really matter. This is a game set more in Peter Jackson’s version of Middle-earth, rather than Tolkien’s. And once again it is the nemesis system that is the major selling point. The Orcs, Uruks and Ologs all have incredibly well written personalities and can be either sinister, repulsive or just plain crazy. They often have curious quirks and foibles that come dangerously close to parody but the humour is kept on the right side of the line, so it doesn’t get too silly. The game also has a wealth of minor quests and collectables, that some would describe as busy work. There are dozens of lore items to discover, each with a short-narrated anecdote connected to them. Then there are fragments of Shelob’s memory to collect. Furthermore, this time round there is gear to collect and upgrade.

So far, it all seems highly polished and very familiar. Having maxed out my previous character in the last game it is a little odd to be starting from scratch again and to be missing many of the skills I came to rely puon. They all have to be earned from scratch again. At present I cannot dominate Orcs and so I have had no reason to look any further in to the Fortress Siege system. I’m not required for the meantime to recruit an army to rival Sauron’s. I suspect that mechanic will be part of the endgame along with the requirement to use the loot box system. Exactly how long it takes to get there, is a subject of interest to me. The marketing of Middle-earth: Shadow of War suggests there is fifty to sixty hours of gameplay in the campaign. Considering that I spent £59.99 for the Gold Edition of the game, I hope that is the case. As and when I have to use the microtransaction mechanic in this game, I will write another blog post to discuss how I find it. For the present I will simply say, so far, so good.

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Gaming, Middle-earth, Shadow of War Roger Edwards Gaming, Middle-earth, Shadow of War Roger Edwards

Middle-earth: Shadow of War

I was sceptical about Middle-earth: Shadow of Mordor when it was first announced back in 2014. Let it suffice to say that despite the hype and the marketing controversy that ensued, the game was surprisingly good, especially the nemesis system. The "extrapolation" of the lore was also quite intriguing and although I tend to be a Tolkien purist at heart, I really liked the narrative and the overall aesthetic of the game. The look and feel of Middle-earth: Shadow of Mordor was very much based on Peter Jackson's movies. At the time of the games launch, I managed to purchase a discounted steam code via a CD key seller and also received the "Dark Ranger" cosmetic skin as a bonus. Overall, I spent about one hundred and forty hours playing Middle-earth: Shadow of Mordor which was good value for money.

I was sceptical about Middle-earth: Shadow of Mordor when it was first announced back in 2014. Let it suffice to say that despite the hype and the marketing controversy that ensued, the game was surprisingly good, especially the nemesis system. The "extrapolation" of the lore was also quite intriguing and although I tend to be a Tolkien purist at heart, I really liked the narrative and the overall aesthetic of the game. The look and feel of Middle-earth: Shadow of Mordor was very much based on Peter Jackson's movies. At the time of the games launch, I managed to purchase a discounted steam code via a CD key seller and also received the "Dark Ranger" cosmetic skin as a bonus. Overall, I spent about one hundred and forty hours playing Middle-earth: Shadow of Mordor which was good value for money.

Considering both the critical and commercial success of the game, it’s hardly surprising that a sequel has been developed. Last year, there were several hints that a follow up game was in production. The most notable of which was when an accomplished stunt and motion capture performer, Lauren Mary Kim accidently cited working on the sequel on her resume. However, the rumours have finally been validated as US retailer Target prematurely posted pre-orders for Middle-earth: Shadow of War, on all major gaming platforms. The listing has subsequently been removed but the game developers, Monolith Productions, have confirmed their involvement in the project. According to a further report on Kotaku, Middle-earth: Shadow of War will continue the story of Talion and Celebrimbor, as they work together to forge their own Ring of Power to battle Sauron.

I am pleased that this franchise will continue and am hoping that it will expand upon the systems and game mechanics that were showcased in the prequel. I also have a curious interest in the narrative as it is such a bold gambit do something so demonstrably non- canonical.  It would appear that Middle-earth: Shadow of War will feature two Nemesis expansions, two story expansions, and a "Gold War Chest” over the course of its life cycle. The Nemesis expansions will include a new Orc tribe, enemies, missions, and more, while the story expansions will introduce a new campaign and playable character. Early adopters and pre-order junkies can expect to pay $100 up front for access to all content on 22nd August. I may well wait to the end of the year when a Game of the Year edition is inevitable.

Update:

A cinematic trailer has now been released. It does not feature any in-game footage but does set up the narrative for Middle-earth: Shadow of War. A further trailer coming in march will showcase actual footage from the RPG. Pre-orders are now available on all platforms.

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