bigboss370
Member
kinda amazing they made this game in only 2.5 years. dat efficiency.
I don't normally do the season pass thing. But for this game? Bought. It's just one of those games that I knew would be great and it sounds like it has turned out to be even better than I thought.
It's tied for 4th best PS4 game on Metacritic.
Yeah, man, I was set on not getting the season pass even though I'm really hyped for the game, but I don't know now. I may have to get it.
Dat Destructoid score bringing it down.![]()
No word on Xbox reso/fr?
nope, nothing yet
They gave Vanquish a 5/10. So yeah, I don;t like them too much lol
Me and you both.
Dat Destructoid score bringing it down.![]()
This is the game that should've been called Destiny because it's destined for 2014 GOTY.
Fuck the Moon, The Wizard came from Mordor motherfuckers!
Yay! I can finally talk about how good this game is! The short version is that it's REAL good - a very strong Game of the Year candidate.
The basic formula (Assassin's Creed traversal + Batman Arkham's combat + Orcs!) is already really damn compelling, but there's three elements to SoM that people don't know about that really send the experience over-the-top and make it an AAA must-have:
1) The execution of all the game's "little elements" is almost completely perfect. Writing and acting are great, even though they didn't need to be. The stealth system has a neat tweak - you see an outline of yourself, like a ghost, when you break line-of-sight with pursuing orcs. That outline is where enemies last saw you, which helps you plan an escape route, and confirms in an unobtrusive way that you did indeed escape their vision. Game is full of polish and intelligent, tiny design elements like this.
2) The game's upgrade tree is full of real, meaningful upgrades that make you dramatically more powerful and badass, all the way through to the end of the game. You'll want them all, and it's a genuinely hard choice to decide where to drop each new ability point. These aren't ticky-tacky upgrades like 20% more damage. It's stuff like the pinning the enemies to the ground with arrows, or stunning enemies any time you vault over them, or doubling the speed of your counter-attacks, or unlocking a limited time "berserk mode." You'll want all these things.
By the end of the game you will feel genuinely more powerful in a real and dramatic way, and it isn't thanks to a bigger health pool or damage output. It's through all the additional combat tricks at your disposal.
3) Shadow of Mordor might be the first third-person sandbox game to truly let players tackle a challenge the way that THEY want. I can't emphasize to you how different/fresh and important this feels.
Imagine GTA 5's heists or Batman's detective work, but without the on-rails, scripted choices. Instead you just plan the heist within the rules of the sandbox - tailing the owner, casing the place, etc. All without mission objectives - the mission objective would just be "rob this business" and you're left to sort it out. Without planning, you'll fail. That's what the final ~1/3rd of Shadow of Mordor is like, once you're kitted out.
Once you gain the ability to "brand" an Orc and make them fight for you, the Nemesis System, which I previously found pretty pointless and underwhelming, finally clicked. You can take a low-level Orc, Brand them so they'll fight for you on-command. Then you can manipulate the Nemesis System to raise that orc into a Warchief that commands and entire army of Orcs! Or you could gather intel on the existing Warchief and just take him out directly by learning his weaknesses. Or you could brand the archers that guard him and let them pelt him with arrows. Or you could brand his Captain bodyguards so they turn on him when you initiate combat (bonus points if you do this and one of the Warchief's fears is betrayal).
The game just says "take out these warchiefs" and it's up to you to build in the sub-goals that let you accomplish this goal. And they're not really optional - without prep, the Warchiefs are too strong to take down. It's an awesome feeling. And although it doesn't feel half-baked, it's easy to imagine this open-ended design and enemy manipulation being taken much farther in sequels.
Very small potential cons that didn't detract from my enjoyment:
- Game world is not big.
- Read Dead-style hunting/gathering challenges are half-baked. Should have been cut.
- Controls are extremely complex - all four face buttons and triggers do something, and there are 3 separate actions mapped to pressing two face buttons simultaneously. D-Pad does important stuff too. It's crazy at first, although you adjust with time.
reviews + $10 rewards + GCU = day one
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This would be my very first experience of the Lord of the Rings/Hobbit Universe.
Do we know how varied the sidequests are? Anything like Fallout, or smaller scaled/combat oriented?
Also, how varied is the map? I'm assuming it isn't too varied, we aren't getting something with forests and mountains to climb, right?