Lugdash Broken-Shield. Now there was a tricky orc to assassinate. Until I discovered he was scared of fire. Once I set his minions ablaze, Lugdash dropped everything and fled. I wasnât going to lose the kill, so I chased after him. We both ended up running for a long, long time.
I chased Lugdash out of the rusty metal fortress heâd laid claim to as one of the elite warchiefs in that region of Mordor. We sprinted up a verdant hill, Talionâs dark blue cape billowing behind him. He dodged his way through the small orc encampments peppered across Mordorâs lush yet barren landscape. I tumbled into muddy ditches and crawled feverishly up moldy ladders in pursuit. We skirted around stone ruins, past vicious, lion-like mountain beasts known as caragors. Other characters gave us passing glances. Some even tried to attack us. We blew past all of them.
I wasnât quite fast enough to catch him. But I wasnât slow enough to lose him, either. The chase went on. And on. AndâŠon.
I started to wonder if I should give up, reload Middle-Earth: Shadow of Mordor, and try again. But Iâd been trying to kill Lugdash for a while at that point. Every time I met him face-to-face in his stronghold, I was overwhelmed by the sheer amount of henchmen and lesser orcs he had at his disposal. And every time I died, Lugdash would become more powerfulâas would his bodyguards and whoever happened to land the killing blow. The next time our blades met, then, Lugdash would sneer and remind me of how awkwardly Iâd stumbled during our last fight. This made the first step of just infiltrating his stronghold harder every time, and the sting of failure more embarrassing in turn. Now, I finally had Lugdash on his ownâaway from his pesky underlings and anything else that could stand between us.
I needed this kill. And there it was, so close to me. But he was still sprinting away. So I kept running too. The heat of battle gave way to a palpable silence.
I eventually caught Lugdash because, in his terrified state, he ran straight into a cave on one side of Shadow of Mordorâs first map.
Ohhhhh, I sighed, tensing my shoulders. Iâve got you now, you little piece of shit
You shouldâve heard how Lugdash and his orc bros were teasing me a few minutes ago. He deserves this, for all those times he wouldnât let me forget how I royally fucked up and ended up with an axe (or several) sticking out of my head. Now, it was my turn.
I took a few swipes at Lugdash, knocking him to the ground. He struggled to get back up before sprinting in the other direction. But I had him. I kept hitting him, and hitting him, until finally he stumbled and stopped trying to get back up. His body heaving as he gasped for breath, my character strode over and pulled him into a kneeling position for one last killing blow. But Lugdash still had one last word he just had to get in.
âIs any of this going to bring your family back?â the orc asked. One final twist of the screws, to get my blood pumping all over again. A moment later, his decapitated head was spinning in mid-air, soupy globs of black blood swirling around in slow motion.
Iâd achieved something, right then and there. But I didnât feel triumphant. There were still a lot more orcs and uruk-hai outside of that cave, just waiting for me to slip up and reveal a weak spot they could exploit. I had to do something else, something bigger, to show all of them whoâs boss. I had to keep trying.
I strode out of the cave feeling restless enough that I attacked the next group of uruk-hai I came across. Things were going well, until a small pack of caragor showed up and started chomping on all of us. We all scattered in different directions. The commotion attracted the attention of another group of orcs nearby. My health precariously low and the entire situation officially out of my control, I decided to make a run for it. Before I could, the camera swung around to center on a massive oaf of an orc whoâd decided to show up.
âIs this a bad time?â he asked. Well, yes, I wanted to say. Yes it is, Mister Giant Ugly Orc With An Unpronounceable Name. But I didnât say that, and I wouldnât have even if there was some way to make Talion kvetch in Shadow of Mordor.
The challenge had been laid down. It was time for another fight.
Thereâs a lot to praise about Shadow of Mordor. Thereâs stuff to nitpick, too. But above all else, Iâm going to remember this game because of the relationship I had with all of the orcs and uruk-hai that were my main adversaries. They all served that role, and did so masterfully. But they also become something more than that. Something warmer and fuzzier than their sickly green and blue-grey exteriors let on. I hated them so much that my eyes lit up every time I saw Talion lop one of their heads off or plunge his sword into their skull with a rich, satisfying squelch
Once one was gone for good, however, I couldnât help but think: Hey, IâŠkinda miss that guy
The love-hate relationships Iâve built with the orcs in Shadow of Mordor arenât just the best part of this fantastic new game. Theyâre also one of the most intriguing and original elements Iâve come across in an open-world adventure like this in a long time. Collectively, the structure of Mordorâs hierarchical orc community is known as the ânemesis system.â Messing around inside it feels exciting. And new. I canât stress that last point enough.
Itâs important to emphasize, though, because Iâm anticipating that wary gamers will ding Shadow of Mordor for its apparent lack of originality. At face value, thatâs a valid concern: this is a game that looks like it doesnât have an original bone in its body. The structure of its world, and the way you explore it, are pulled directly from the Assassinâs Creed franchise. Combat, meanwhile, is copy-pasted from Warner Bros. Batman: Arkham gamesâdown to the little zig-zaggy alerts that pop up over bad guysâ heads to signal when youâre supposed to block and dodge. The system of infiltrating strongholds, setting off traps, and taking out select targets, meanwhile, is heavily reminiscent of sneaking into camps in Far Cry 3. And the setting and story? Well, the game is called Middle-Earth: Shadow of Mordor. But we all know the shadow that itâs living under has been cast by Peter Jacksonâs dualling trilogies of the Lord of the Rings films.
If the harshest criticism I can muster against Shadow of Mordor is that itâs not a revolutionary or groundbreaking experience every single step of the way, though, then I think this game is in good shape. Everything about the way Talion moves through Mordorâs world and fights its enemies just feels right. Combat is fun in a methodical, tactile sort of way. The game is visually stunning, too, which makes poking and prodding at everything inside all the more rewarding. That is: once I manage to pull myself back from gawking at the seductive, velvety texture of its scenery.
Can you blame me? Just look at the thing:
Iâve played inside a lot of open-worlds over the years. Ones that are a lot larger than Mordorâs, ones that allow me to do many more distinct things than figure out the best way to kill an orc and then execute on that plan. But rarely, if ever, has a world felt this alive.
Because Shadow of Mordor has all of its fundamentals in place, the gameâs many strengths provide it with a rock-solid foundation on top of which its most provocative ideas can take shape.
The Nemesis System Is Great
Shadow of Mordor is an extended revenge fantasy. The game begins with Talion, a familiar sort of stubbly, white beefcake, trying and promptly failing to defend his family against an attack by Sauronâs forces. Heâs a ranger sent from Gondor to make sure evil stays on the right side of Mordorâs black gate, so his failure has some political implications as well. He doesnât end up dying in the attack, however, thanks to a mysterious wraith-like elf who shows up at just the right moment to jump inside Talionâs body and revive him.
Once the spectral elf has lodged himself into Talionâs meatspace, heâs not going anywhere. The guy has his own axe to grind in Mordor, it turns out. He gives Talion access to his otherworldly powers so they can both better challenge their foes. Complete with some new supernatural abilities, Talion returns to his stomping grounds to make everyone with bad teeth pay for what theyâve done.
Thatâs just the surface-level plot, though, which is the least interesting part of Shadow of Mordor. âRevengeâ works on another level once you get control of Talion and start pounding away at the gameâs many orcs and uruk-hai, which is where the fun truly begins.
Like the Arkham games, Mordorâs eponymous setting is an open world thatâs filled entirely with violent, chaotic elements. Pretty much every character you encounter wants to kill you. But they donât want to just kill you, which is key. You start Talionâs quest at the outer fringes of Sauronâs empire, and it quickly becomes clear that the super-villain doesnât have an especially strong hold over his minions. The orcs and uruk-hai are a combative, balkanized people. Your first step in getting to Sauron is manipulating these different factions and internal rivalries to your advantage.
The entire first section of the game, for instance, is devoted to a single task: kill all of the warchiefs in the area in order to get the attention of some higher-ups in Sauronâs army. How you actually go about killing them is up to you. You can head straight for the warchiefs, which is what I tried to do and would not recommend because it landed me in several predicaments like my extended chase sequence with Lugdash. You can also start from the ground up, chipping away at the lesser orcs in Mordorâs fiefdom. Or you can target a warchiefâs specific bodyguards, who are high-ranked orcs themselves, thus weakening the chiefâs defenses for your ultimate show-down.
No matter what approach you choose to take, things probably wonât end up going quite the way you expect them to. Nearly every time youâre killed, the entire power structure in that region of the game gets reshuffled. Your killer usually lands himself a promotion, and the other ranked opponents you were in direct confrontation with at that point all level up slightly. Orcs being orcs, they quickly use these new assets to their tactical advantageâchallenging rivals to duels or invading their turf. Walking around Mordor without a specific mission, Iâd often see little alerts on the gameâs map inviting me to intervene in one feud or another that was erupting just over the next hill. And if I didnât want to bother with any of those, there were plenty of other orcs just going about their business as wellâtheir business being itching for a fight.
âIâve survived longer than anybody here, and I still havenât gotten a promotion!â One orc would whine to another as I passed by. And then Iâd happily jump in to try and solve that problem for him. More often than not, these passing encounters would escalate into full-on turf-wars. Caragors or giant ogres known as graugs would show up at to wreak havoc on both me and my foes. Or a ranked member of Mordorâs finest (or several) would be passing through the area and see a good chance to get some new bragging rights.
Whenever a potential nemesis dropped in to pick a fight, a voice in my head would say: âWell, killing him now would be an efficient use of my time and energy, both of which are precious resources both in and outside of this game.â A much louder voice would then cut in with: âOh, now that weâre alone and out in the open, Iâm gonna let this fucker have it.â Thatâs how strongly Mordor and its unique form of creative antagonism seized me.
The worldâs always-shifting dynamics play out on-screen whenever you kill a ranked opponent or die by oneâs hand with a boardgame-like effect. Itâs a neat visual flourish that ends up lending the gameâs many violent episodesâeven the most passing onesâa sense of dramatic heft. You might be a supernatural immortal being, the game seems to say, but life and death still matter in a way thatâs tangibly, immediately consequential.
Not always in a direct, immediately apparent way, eitherâwhich is what makes it such a brilliant system. Mordorâs world is a chaotic one, after all. Talionâs immortality might be certain. But whatever the series of events leading up to one of his deaths may be, thereâs no telling what might happen after he kicks the bucket.
Let me give you one small example of how this plays out. There I was, playing Mordor one day. Pretty far into the game at that point. Just walking through the forest, as a Ranger of Gondor does. Then a caragor showed up and decided to have me for lunch:
Well, that was sort ofâŠpainful. But itâs not like I was just decimated by some high-level warchiefâŠright?
Cue the board-game:
Ok, so it turns out there was a crazy-looking (and appropriately named) orc âKrimp the Fanaticalâ nearby, and he was hunting the caragor who decided to take a big bite out of Talion. Now heâs leveled up. Thatâs no good.
But waitâthereâs more!
So apparently Zunn Thin Bones, an orc I had under my control, decided now was a good time to ambush another captain I didnât even know yet. Wait a minute. Zunn, didnât I mind-control you or something? HmmmâŠ
It keeps going.
Well, this is just fucking great. Iâm not sure I even understand what a âtrialâ is yet, but apparently its something thatâs given Kuga the Gorger another leg up. I hate that guy. He just alwaysâyou know what, Iâm not even gonna go there.
Ok, that was the last of it. For the moment. But still: all that, just for being in the wrong place at the wrong time and getting eaten by the wrong caragor? Try and imagine how complex and interwoven this web of inter-orc relations gets when youâre actually, you know, not just getting eaten by wildlife.
The ânemesisâ part of the nemesis system refers to the way that your orc opponents evolve over time depending on how worthy an opponent youâve proven to be. I love this part of Shadow of Mordor because it adds a fresh layer of strategy that almost instantaneously alters the facts on the groundâthe mechanical realities of how much trouble facing down one foe will cause for me. It wouldâve been so much easier for developer Monolith to just make the orc hierarchy function in some disembodied, statistical way like the assassination missions in Assassinâs Creed so often do. Instead, they came up with a way to keep challenging me, to force me to think on my feet after every misstep or small gain.
In the case of Lugdash, for instance, Iâd died so many times when trying to infiltrate his camp that Iâd begun to realize I was going to have to try a less direct approach. Luckily, he ended up solving that problem for me. Many other orcs didnât, though. And as Talionâs adventure carried on and I unlocked more of his and his elf friendâs powers, I had to become ever more calculating to remain a step ahead of my foes. Or recover after the many, many times I fell several steps behind them.
These Are Some Quality Orcs
Shadow of Mordorâs nemesis system is mechanically sound and uniquely interesting. But it still needs a strong supporting cast to feel like something more exciting than a game of Risk being played in the background of Assassinâs Creed. Thankfully, the game delivers in this regard with its rich collection of orcs and uruk-hai.
These are unkempt, jocular beasts in the Warcraft and Warhammer tradition: colorful monsters that tease and jab at you with the perfect balance of menace and good humor. They often sound dumb, but the dialogue itself is smart. The way they butt heads when you manage to trick two warchiefs into a direct duel is particularly delightful. One such encounter I coordinated began with the two facing off in an open field. As the minions rattled their swords in anticipation, this is how the two brutes sounded off:
Orc 1: My boys are gonna enjoy watching me kill you.
Orc 2: My boys have been taking bets on me killing you!
Not exactly heart-rending material like Samwiseâs plea to Frodo that âthereâs some good in this world, and itâs worth fighting for.â Sure. But would waxing poetic be appropriate for thugs like this anyway? Thereâs a rhythm and beauty to Mordorâs most random bits of orcish dialogue that grows on you over the course of the game.
The orcs grow with you as you play, too. There might be some lore-specific reason why Talion never actually dies. But the way it plays out in the meat of Mordorâs gameplay is as a way to invite the orcs in on the fun. They all come to know who Talion is, and understand that heâs the persistent human who wonât stop trying to kill them. âTryingâ is the key word there, because they also never let you forget the countless failed attempts youâve made in pursuit of that goal.
âYoung man!â one spry, crabby-looking orc named Mugluk I stillhavenât managed to kill calls out every time I pass within shouting distance of him. The camera zooms in on his face for a moment as his sickly greenish lips peel back into a cruel smile. Oh god, I always think. Not this asshole again
âIâve lived a long time,â Mugluk might say. Yeah, you sure as shit have. (Mordor is the kind of game that makes you curse a lot, if that wasnât already clear). âYouâve lived many times. That tells me one of us is careless enough to die.â
I might hate Mugluk more than anything in Mordor right now. But Iâve gotta hand it to him: the orcâs got a point. I havenâtmanaged to kill him yet. I spent a good part of last Sunday afternoon trying to, and fell prey to one thing or another every time. It wasnât always Mugluk who killed me. But every time I returned, he was the one waiting there to chide me all over again:
Other times, youâre the one doing the chiding. Thereâs another orc named Dush (pronounced like the feminine âhygieneâ product, which is just perfect) in Mordorâs first map whoâs ended up on the wrong side of my sword a handful of times, because he keeps showing up out of nowhereâeven in the middle of fights with other nemesesâto try to kill me again. At this point, he bears many recognizable scars from our past fights.
âSurprised to see me again?â He chuckled the last time we locked blades.
I was, actually. But I was also strangely happy to see him return. At that point, his entire face was covered in a matted black cloth from the time Iâd set set him on fire by detonating some grog barrels next to him with my bow and arrow. If only Talion had a way to look this poor orc in the eye and say: âOh, Dush, what happened to you?â
The Story Is Dull, But The Tone Is Perfect
Shadow of Mordorâs orcs are so deftly drawn that they soon become the most important characters in this game. Avid Lord of the Rings fans might be disappointed to hear this, because for a game thatâs set in one of the most iconic fantasy worlds out there, Middle-Earth doesnât put much stock in its fictionâs most recognizable set-pieces. There are bits of lore available to collect and peruse throughout the game, and Gollum makes a notable appearance. In terms of overarching Lord of the Rings mythology, a factsheet for the game tells me that its story takes place somewhere between the events of The Hobbit and The Fellowship of the Ring. Wherever and however it fits into Tolkienâs original universe, the story is about as generic as youâd expect one to be when it begins with a guy seeing his entire family murdered by bad guys and survives long enough to exact his revenge.
You donât have to fret over the details of Mordorâs plot if you donât want to, though. I often found myself wondering what, exactly, was going on in the main story throughout the 20-odd hours it took me to complete it. But it never bothered me when I couldnât answer that question especially well. If I wasnât playing this game to review it, Iâm honestly not sure it wouldâve occurred to me at all.
The fiction is there, in other words. But itâs not essential. The textual plot-points are not the âstoryâ that matters here. Sauron, Gollum, and any other Lord of The Rings staple cast members arenât the most important characters in turn. The game is about you and your unique cast of orcsâhow you challenge one another, test each otherâs limits, and ultimately grow together. Predictably, then, the actual boss fights and scripted moments end up being the least interesting ones here, because they impose arbitrary limits on the best systems in this game.
To compare Mordor to the Arkham series one more time, Lord of the Rings offers this game a familiar setting and a strong undercurrent of emotional urgency. But the game gracefully manages to keep the fiction of its own universe at armâs length throughout. This gives Mordor welcome space to breath and have fun with itself. And even as a Lord of the Rings fan, Iâve gotta say: Iâm glad that they did that. I mean: I canât remember a single orc from Peter Jacksonâs trilogy. Ok, maybe that one with a head like a gnarled potato. But I know Iâm not going to forget the invigorating rush of meeting Mugluk on the battlefield any time soon.
âYoung man!â He shouts every time, sounding like a gruff but lovable wrestling coach as much as an idiosyncratic villain from a fantasy novel. He threatens me, but it feels like thereâs a wink at the end of his every snarl. Itâs menacing, all this unbridled masculinity sparking off. And at the same time, itâs also sort of adorable. Like Mugluk is glaring so intently just to stop himself from letting slip: âAnd here comes the tickle monster!â Mordor wants to be great game more than a satisfying bit of fan-service, so it invites you and its orcs to buy into its campy fiction together. That way, you can both have more fun.
I think thatâs the sort of youthful exuberance The Lord of the Rings universe needs rights now. As the Hobbit movies wind slowly to a close, Shadow of Mordor boldly asserts itself as a new beginning.
To contact the author of this post, write to [email protected] or find him on Twitter at @YannickLeJacq