Middle-earth: Shadow of War picks up where Shadow of Mordor left off. The Gondorian Ranger Talion and Celebrimbor, the wraith of the Elven smith who forged the Rings of Power, walk into Mount Doom and forge a new Ring of their own, one that owes nothing to Sauron. With it they mean to raise an army from Mordor’s own orcs and take the Dark Lord’s Fortresses from the inside. Monolith Productions built this open-world action RPG around the Nemesis System, the enemies-who-remember-you idea that made the first game famous, and expanded it into something that runs a whole region’s worth of orc politics.
The Nemesis System is the reason people still talk about these games. Every orc captain is generated with a name, a tribe, a personality, strengths, weaknesses and a set of grudges, and the game keeps track of every encounter you have with him. Kill a captain and someone rises to fill the gap. Die to one and he is promoted, and the next time you meet he has something to say about it. Shame him instead of killing him and he might drop a level and come back looking for revenge, or lose his mind entirely.
Shadow of War pushes this much further than its predecessor. Captains you dominate become followers with loyalty of their own: some will take a blade for you, some refuse to stay dead, and some are simply waiting for the right moment to betray you. A blood brother turns up to avenge the friend you killed. An orc you were sure was finished walks back into the story with a metal plate where half his face used to be. None of it is scripted. The stories are yours, and the game never lets you forget them.
Every region of Mordor is ruled from a Fortress, and every Fortress is held by an Overlord and his Warchiefs. Taking one is the centrepiece of the game. First you work the region: dominate captains, send them to infiltrate a Warchief’s bodyguard or challenge him outright, and build the army you will need. Then you pick your siege upgrades, from sappers to siege beasts and drakes, and march on the walls with your captains beside you while the defenders answer with poison pits, fire and beasts of their own.
Once the Overlord falls, the Fortress is yours. You choose who sits on the throne, which captains guard it and how it is fortified, because the enemy will be back to take it. Each of the seven tribes, Machine, Marauder, Warmonger, Feral, Dark, Mystic and Terror, brings its own look, its own tricks and its own defences to a garrison, and the choices you make change how a region looks and fights.
Includes game disk and original case. Note: instruction manual is missing. Disk is in excellent shape.
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