Pacing, yes. Atmosphere? No way. City felt like the natural evolution overall, pacing issues aside.What I didn't like about City at least (haven't played Origins yet) is that much of the additions were superfluous at best. Rocksteady seemed to think more must equal better and so they bolted on a bunch of crap that was mostly useless through the majority of the game just to be able to truthfully claim that it had more options than Asylum.
Not really looking forward to City 2 as much as the rest of GAF, because the first game just demolished the pacing, atmosphere and narrative excellence that Asylum had.
Pacing, yes. Atmosphere? No way. City felt like the natural evolution overall, pacing issues aside.
I really enjoyed the campaigns in AA and AC, though, while Mordor's leaves me completely flat. As far as I see it, the combat and Nemesis system are all Mordor really has going for it. It feels like Assassin's Creed 1 in the way that it's almost like a glorified tech-demo to show off a unique gameplay system (parkour in AC1, Nemeses in Mordor), and really fails to deliver as a "complete package".
The open-world checklist collectathon structure of the campaign has me longing for the more tightly-paced Metroidvania stylings of Arkham Asylum.
Agreed on your second point. It feels like they just put down buildings on a map, there's no blending or 'lived-in' feeling of the landmarks on the landscape. Even the ruins seem a bit samey.Beat all the campaign missions last night.
1. Nemesis is a neat gimmick and initially (and again once you unlock brand) provides some of those 'ol emergent unique gameplay experiences that people on here are always complaining that they don't see enough of, but the endgame loop of brand captain - do initiation mission to get said captain made a bodyguard - repeat steps 1 and 2 for two more captains - finally betray war chief was getting tedious at best in the final hours for me. The missions where you have to help your branded captains in some way are unfun and worst bugged/broken. The experience a lot of people point to as being awesome, "I was fighting a captain then ANOTHER captain that I thought I had killed earlier showed up! OMG." Isn't enough to sustain the system past hour five or so, at least not for me.
2. Bland art direction with insufficient landmarking. There's essentially two zones and everything blends together in both of them.
3. The less said about the last mission/last zone/end boss "fights" the better. Worse than Destiny. Waltzing into the nearest enemy stronghold without a mission provided more epic moments then the endgame here.
4. Once you get the hit streak perk that lowers the required hits to five, as well as the perk that gives you two executions per hit streak, combat quickly devolves into a nearly never-ending string of hilariously over-the-top beheadings. Was really satisfied with the combat in the game until I hit this point.
5. The resolution of the narrative is that Talion is just some rando who basically didn't matter jack shit to main villains and the other protagonist of the game.
This game has some of the worst collectathon filler I've come across since Alan Wake's coffee thermoses and Assassin's Creed 1's flags.Yep. I finished the game with 8/20 (or was it 24?) because they were the most repetitive, non challenging and unrewarding "missions" in the entire game. The very definition of filler.
I understand and mostly agree. The Nemesis system is such a unique thing that it really deserves to have its own type of game built around it. I think Mordor playing so closely to the Ubisoft book of open-world design worked against the full potential of the system.I don't think the Nemesis system can work with a tightly paced campaign though. The whole thing sort of hinges on a loose player driven narrative. I think to make the most of it they need to drop the facade of a deep story and focus on episodic, character focused arcs while framing it around a huge army building and deception meta-game. The story needs to be flexible in order to accomidate what the player is doing in the open world and what the Nemesis system is doing in response. Going away from it and the open world in the main missions only goes away from what the game does so well, something that all open world titles seem to love doing. The game should play to its strength.
MOTHER OF GOD
Oh, I like legitimately killed him every time I saw him. I got a bunch of runes off of him. The game will randomly resurrect killed captains, and when you see them next they'll give you a little 'you though you killed me but you couldn't because I'm too tough/you left me for dead and now I'm going to kill you for it!' speech before you fight them. They come back looking slightly different than the last time you saw them- they'll have wounds and scars from previous fights with you. Their appearance always remains consistent though.
How random is it though? I had one captain get resurrected 3 times, but coincidentally he killed me the same amount of times. It seemed to me that the game recognised I'd had several attempts and was playing me for laughs i.e lets even up the score.
The interesting thing is he began life as a weedy non-entity who happened to get lucky with the final blow. Then, as he rose through the ranks he became a formidable opponent, not just better in combat but able to influence other captains and lead them to the fight. It's not often you see emergent gameplay have such tangible consequences.
MOTHER OF GOD
I understand and mostly agree. The Nemesis system is such a unique thing that it really deserves to have its own type of game built around it. I think Mordor playing so closely to the Ubisoft book of open-world design worked against the full potential of the system.
I would argue gta v had both quality and quantity.
I would argue gta v had both quality and quantity.
I would argue gta v had both quality and quantity.
Good luck. Sounds like a bitch.
MOTHER OF GOD
Make sure to brand that mofo. He'll come in handy when Monolith releases the inevitable PvP orc battles.
MOTHER OF GOD
only way to brand him is to find one of those gigantic creatures, find the dude, and kill him with it. You can't bring a caragor because fuck that the caragor will make him angry and you can't grab him lol
This game sometimes, I'm glad this never happened to me
Completely disagree. I honestly thought it was worse than GTA IV, but not much worse. Rockstar seem to have lost the magic they had in the Vice City/San Andreas days
They are entertained, in droves. All those titles you mention sell a lot. Infamous less so, I guess. It works. GTAV and RDR are some of my top games from last gen, easy. But so were games like Portal 1 and 2, Uncharted 2 and other linear games in general. Free roam and open world don't mean there isn't quality there, just means it isn't your thing.The whole "sandbox" and "open world" trend that every developer and their grandmother--that were not trying to hybridize every fucking game with a first person element last gen--seemed to want to incorporate was one of the worst things to come out of last gen.
So many developers kept trying to make their game like GTA on top of adding in MMORPG "quests" that do not belong in single player games. I mean, how can people seriously be entertained by some of this shit, and do the developers build the "sandbox" first, then work on all of the padding last, after they realize they only have about eight hours worth of core gameplay? GTA bored me to death after a few hours, as did RDR, as did Infamous.
I groan every time I see the words "free roam" and "open world". I'd rather have quality over quantity.
Make sure to brand that mofo. He'll come in handy when Monolith releases the inevitable PvP orc battles.
I understand and mostly agree. The Nemesis system is such a unique thing that it really deserves to have its own type of game built around it. I think Mordor playing so closely to the Ubisoft book of open-world design worked against the full potential of the system.
I would argue gta v had both quality and quantity.
I completely agree with this. Mordor is the kind of game that almost anyone can have a ton of fun with and is extremely easy to recommend, but I have no fucking idea how it got a 9.3 from IGN.Truly a game that is narrowly focused on its primary gameplay mechanics. The tertiary components are, as a whole, somewhat lacking. Depending on how much you value the aspects of storytelling and world building, that could significantly affect how you take to the game as a complete product. Even the music seemed a bit like an afterthought. The extent to which one enjoys the game's central combat and orc army manipulation systems will determine the extent that they forgive the other shortcomings.
That won't work, it says resistant to monster attacks.
I don't see it. GTAV felt like every other open world game with more money and time thrown at it. Lots of context sensitive animations and voice acting, but the same old same old.
Jesus Christ missed that part. So yeah he's unbeatable? I don't know if strength/weaknesses apply to other orcs though so maybe bringing your crew to fight him might be the way to go
MOTHER OF GOD
seems like a piece o cake if you have your sword special ability
MOTHER OF GOD
MOTHER OF GOD
Combat Master means he won't get hurt by that.
These binary as fuck stealth missions in Shadow of Mordor get pretty stupid. Especially since you have to run all the way back to the mission start point each time you slip up.
Send him a death threat--that'll show him.
How quickly does a captain with the Monster Slayer attribute kill Graugs? That would be my first attempt. That and fall damage off of cliffs (can he be grabbed long enough to throw him elsewhere)?
Seems like you'd have to...whittle him down with regular attacks (stun and the flurry, ending before the combat finishing last hit or some such) and then throw him off a cliff, lol.
Edit: Oh wait, invuln to ALL combat attacks, nevermind ><
Trivial, not viable. Unless by "multi" you mean more than three at a time, which should almost never happen unless you purposely set that up.By the end of the game previously dangerous multi-captain encounters become a lot more viable to survive through, and the number of risks the player can take dramatically increases.
The level of difficulty decreases significantly, but I feel that the game never got easy enough to be boring.
Yes, very much this.Trivial, not viable. Unless by "multi" you mean more than three at a time, which should almost never happen unless you purposely set that up.
The level of difficulty explodes its own head. The game starts out kind of challenging before you have a handful of first tier and a few second tier skills. When you first unlock the final tier and can grab the double special skill, you suddenly feel like a badass ranger.
Once you however start grabbing a bunch of the tier four and five skills the difficulty just starts to plummet, even if it's still "fun". Near the last fourth of the game though I was starting to get extremely bored because there was zero challenge to be found, and I had kept hoping long before entering the second half of the game that there would be even a single fight that would make great use of, or even need some of those skills. There never was.
I also never used the wraith explosion skill. I probably would have stopped playing if I had bothered to use it over executions or combat branding.
Well I'm pretty sure I've come across my first glitch. And a somewhat annoying one at that.
I've been getting ready to kill a Warchief in the second half of the map (Sea of Nurnen), so in preparation for that I've been branding captains and then commanding them so they go through initiation to become a bodyguard for the Warchief I'm after. Usually this sends you on a quest to help your branded Captain succeed and get promoted to bodyguard. I have done this four times previously so it's weird that there's a problem now.
The problem came up when I had a branded Captain and was doing one of those "initiation" missions where the Captain tries to "bully" the other orcs into following him. Every time I started this there are six or so orcs with the yellow markers over their heads, indicating they need to be taken out. The first time I killed all the marked orcs and then my captain just stood there, and the quest didn't end when it should have. I used the wraith vision to check the area and no one else was around. I thought it was weird so I dominated the Captain and sent him to do an initiation again. When I backed out of the "Sauron's Army" screen after the domination it sent me on another initiation quest, the same kind. Same thing happened again - all the orcs were killed but the quest didn't end. So I shut off my PS4, restarted the game and tried it with a different Captain - but it gave me the same glitch. So my plan to take out the Warchief with the help of some bodyguards wouldn't work as it was impossible for me to get one promoted to the rank of bodyguard.
I'm hoping this was just a one time case, it'd be annoying if it was impossible for me get any of my Captains promoted to bodyguard.
No, you can still hurt him with regular attacks. Combat masters aren't invincible, you just can't use finishers.
Dawg, If you were playing on Steam I'd ask you to let him kill you so I could brand him in my game lol.