Shadow of Mordor
I think the best word to describe my feelings towards Lord of the Rings etc. etc. is appreciation. There are many legendary artistic works that I respect: I understand what they do and how they do it, I acknowledge their place in modern cultural canon, and yet I do not particularly enjoy them. That doesn’t prevent me from understanding what their creators accomplished and why others speak of them so highly. On the flip side are works that I admire and adore, my favourite franchises, those I personally believe mark the heights of their media and genre. Somewhere in between are those that I appreciate. When it comes to these, I generally acknowledge that I like them without loving them. They might not speak to me on the deepest level, but I find more value in them than simply respecting their place in the canon. On the occasional weekend, I might be possessed by a sudden obsession for them, for the feelings that surround them, but after a few days this intensity recedes and they fall from the immediacy of my focus. Lord of the Rings is like this, especially the film adaptations. Many aspects of the series appeal to me; others do not. Without any real love for Lord of the Rings, it is easier to forgive Shadow of Mordor its franchise-related sins. As much as I would prefer the media landscape to be filled with new properties and spiritual successors, I accept (on some level) that investment requires reason to believe in return. Shadow of Mordor would not have had so many resources poured into it if it was an original IP, and marketing it would have been even harder. I surprised myself with how well I was able to ignore the Ring-themed baggage, yet the game’s success was precisely because I ignored it. Nothing I want to say about this game is based in its setting or plot. Instead, like almost everyone, my brain was captivated by the famous Nemesis System.
There’s a joke among critics about Hideo Kojima’s
post-Konami project, Death Stranding, which is to establish that an
earlier release contained similar elements or themes, or was structured
similarly, etc. etc, thus making it the first game in the “strand-like” genre,
and Death Stranding the second. I’m tempted to apply the same process
here: Middle-earth: Shadow of Mordor and Metal Gear Solid V:
The Phantom Pain are essentially the same game. They share a focus on
developing organisational power (which further increases the personal power of
the protagonist, whether through skill trees or tech trees). They mix stealth
and action gameplay. Two open world maps are used as the stage for this all to
play out, in which small groups relatively similar but statistically
differentiated enemies can be found and interacted with. This theatre allows
for the development of relationships, and in both games enemies eventually
become the most loyal and effective soldiers a human wraith or demon could ask
for. Perhaps the feeling that Shadow of Mordor would have been better
served as a wholly original story, rather than bastardising Tolkien’s work, truly
makes it the first of the phantom pain-like genre. I never finished Metal
Gear Solid V. Was it because I was too disappointed in the direction of a
franchise I adored? Did my more callous, disrespectful approach to Shadow of
Mordor allow me to reach its conclusion? Of course, getting into and then
out of media is more often a product of mood and timing. I had to try Dorohedoro
twice before I even liked it, and its now one of my favourite comic series.
Sometimes you bounce off. Sometimes you slide out. Shadow of Mordor had
enough to carry me through, although much of its progression mechanics are
built on the same endless slop that has lathered itself over the video game
industry as a whole, and I’m not particularly interested in trying out the
sequel any time soon.
So that’s how I feel about accomplished media, and Shadow
of Mordor. It’s fine. It’s enjoyable. It didn’t really spark any great love
or passion in me, and neither did it make me turn away in disappointment or
disgust. I finished it, largely because the end was close enough by the time I considered
not finishing. Yet I have a little more to say, particularly on how it compares
to Phantom Pain. I figured I’d have a bit of stupid fun, and finish of
this response piece with a sham q & a.
What is the Nemesis System?
The way Shadow of Mordor organises your enemies. A
set number of orcs are considered captains, organised into four ranks. Generic
enemies are promoted to captains to fill vacancies, sometimes because of
interactions with the player. Captains gain unique traits, including
resistances to certain attacks, fear of others, and particular ways of
fighting. It’s a good way to incorporate a few disparate mechanics and fold
them under one umbrella.
Is it fun?
Yeah! The Nemesis System is pretty popular, and audiences
have been for it to be used or replicated by other developers in different
franchises and genres. One of the most popular fan ideas was the Arkham games
(also published by Warner Bros.), a natural fit for the style. One of the best
parts of its implementation here is the cocky swagger (and occasional lack
thereof) demonstrated by the orcs. They leer, jeer, and taunt, and the
mini-cutscenes that play when you clash with a captain for the first time in
each battle are an amusing little break. You’d expect to get annoyed that the
flow of battle is interrupted by generic named enemies stopping you for a chat,
but it works. Most everything about the system works in that magical “hehe
fun videogame” sense. It’s fun to fight these guys, it’s fun to hear their
boasts, it’s fun to start recognising them, it’s even fun when they beat you
and gain some status for it.
So its perfect all round, then?
Uuuh… not quite. Before I reached the second area, when
Talion gains the ability to brand orcs and bring them under his control, it was
feeling a little meaningless. There’s not much point invading duels and hunts
over and over when you yourself don’t have much to gain other than keeping an
eye on your favourite foes. Of course, there’s the various upgrades and
currency and skill trees to fill out (oh boy, upgrades and currency and skill
trees, what an extraordinary open world innovation!) but it feels like there
should be something more meaningful in these interactions. Fortunately, once Talion
has orcs under his command, there is. The Nemesis System then becomes about helping
your underlings gain power, not just bringing warchiefs into the open to merely
kill them, but now replacing or subjugating them outright. It’s pretty fun, but
I found I very quickly rampaged through the hordes of Nurn. It didn’t take me
too long to go from one submissive warchief to five. I’ve heard the sequel adds
more interesting and dynamic elements to the system, which could be interesting
to check out. Overall, it’s an enjoyable layer that makes clever use of procedurally
generated elements to elevate what would otherwise be a standard boring,
bloated open world.
What’s the deal with Metal Gear Solid?
Several of the games revolve around building up an army
by bringing your enemies onside. Hey, that sounds kind of familiar! I’ve played
Peace Walker (to completion) and Phantom Pain (to the point of
boredom and sadness, twice). There are a few key differences. For one, the way
you recruit allies is completely different. Instead of the ridiculous method of
the elven wraith bound within you subjugating orcs through sheer force of will,
Big Boss chooses the much more sensible approach of tying a balloon to sleeping
foes, who are only too happy to help their main adversary (some recruits do
spend time in the Mother Base brig before coming around to your glorious cause).
Their stats are more static than the orcs – I don’t believe they ever change
their ranks after recruitment – and they don’t do much anymore. Sure, you can
choose to play as them (but why would you, when the default player character is
the cooler and sexier Big Boss?), and in Phantom Pain you can stroll
around the base and interact with them. But in Shadow of Mordor, your
branded orcs back you up on the battlefield, and you can send your branded
captains to ruin an enemy orcs’ day.
Which one’s better?
Bit of a stupid way to look at video games, don’t you
think? Blunt comparisons are often unhelpful, but I’ll try and express why I
enjoyed both systems and yet wanted something a little different. In Peace
Walker and Phantom Pain, you recruit soldiers to increase the level
of various teams on your base, essentially removing them from the board. This
in turn increases your individual resources as a player, particularly as the
R&D team is filled out, as it is the primary check on developing new
weapons. Unfortunately, there are so many weapons and the tech tree is largely
filled with incremental statistical upgrades rather than consistently offering
meaningful gameplay enhancements or trade-offs. These do exist, of course, but
the typical stats-based approach is an unwelcome layer on top of the excellent
gameplay. In Shadow of Mordor, on the other hand, the pieces remain in
play. Branded orcs remain in the open world and fight alongside you, not
replaced as easily as soldiers taken away by Fulton. Orcs also directly upgrade
the player’s power level when they die, giving them resources to earn new
unlocks and runes that change the properties of your three weapons. Unfortunately,
there are so many runes, and the two skill trees are largely filled with
incremental statistical upgrades rather than consistently offering meaningful
gameplay enhancements or trade-offs. These do exist, of course, but the typical
stats-based approach is an unwelcome layer on top of the enjoyable gameplay.
Look, I know Phantom Pain and Shadow of Mordor aren’t
trying to do the same things, but the uncanny resemblances and the parts of my
brain they activate are important. I’m mostly dismissive of the reliance
contemporary video games have on numbers (and especially the primacy of numbers
going up), and I’m largely disinterested in the direction open worlds have
taken (I’m thinking of Ubisoft-style design here). But underneath the slimy
layer of progress bars, tech trees, and collectibles, both games have a beating
heart driven by systems that encourage players to individuate generic enemies. These
systems give life to the open world, give slightly more personal meaning to
typical combat encounters. It’s not just about growing in strength,
about building armies. It's about players “humanising” their foes, wanting to
bring them on board. These systems are only really possible in an open world
that encourages replaying relatively generic missions, to move through the same
spaces and do the same things over and over. Some could see that as a
condemnation of it, but many (myself included) appreciate the meta-game that
army-building provides alongside the roteness of open world gameplay. Both
systems feel a little more special than the usual formulaic progression, even
if they rely on some of the same Skinner box tricks.
Ultimately, I found the Nemesis System to be a little more engaging than Mother Base, for two reasons. One, the orcs continue to exist in the game world after recruitment. As Talion, you’re the head of an army (or at least a skirmishing band of uruks), whereas Big Boss feels more like the one man super-sneaky solider that Metal Gear protagonists have always been, just with 500 cheerleaders waiting back home for him. Second, the enemies stats as displayed in each games’ respective systems matters in Shadow of Mordor, but not in Phantom Pain. I never felt like there was any difference in sneaking past or fighting with an A-ranked or E-ranked soldier, whereas when an orc was immune to combat finishers I felt it, I had to fight around it. It’s not particularly deep, but it’s a good way of matching the army meta-game to the moment to moment gameplay, one that Phantom Pain didn’t seem to attempt. There’s a flipside to all this, though. Phantom Pain has much better gameplay overall. It’s an awesome stealth game (I think? – not exactly an expert here, if I’m being honest), works pretty well as a shooter, and the world is engaging to explore and move through despite a tendency towards barrenness between outposts. Shadow of Mordor is a little too bland in comparison. The two maps are much less interesting than those in Phantom Pain, with little to do in orc outposts other than fight. The one saving grace is the speed with which Talion covers terrain, crossing the entire map with a pace that would make Pequod jealous. The combat is similarly a mix of stealth, ranged, and melee engagements (with several types of animals serving as rough vehicle analogues), although Shadow of Mordor focusses most giant brawls rather than stealth. All three are enjoyable to pull off, but not particularly deep or dynamic. Being the best Arkham imitator isn’t exactly the highest praise, but it makes for more fun combat than most developers could hope to pull off, and the moment-to-moment stuff is really just a base on which the metagame can be tantalisingly balanced.
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