Why Shadow Of Mordor Succeeds As A Current Generation Title
https://basementmtl.blogspot.com/2015/03/why-shadow-of-mordor-succeeds-as.html
Middle-earth: Shadow of Mordor is a
great game. More than that, it is the first current generation game I’ve played
that delivers on its promise of providing players with a current generation experience. In particular, SoM’s nemesis system
is a richly inventive enemy hierarchical mechanic that takes advantage of current generation processing power. It alone was reason enough to play the game
for the 20 hours I did, offering such immense entertainment value and staying
power that many of the game’s faults felt inconsequential in comparison.
In brief, SoM’s nemesis system is a randomization tool which creates
enemy Uruk out of a sample of different voices, traits and appearances. These
enemies roam the open-world wasteland, engage one another in power struggles,
and engage you whenever they can. If you are defeated by one, it moves up on
the Uruk hierarchy, becoming stronger and occasionally changing in appearance.
Should you kill an enemy Uruk, it will be replaced. Should you wound one and
let it escape, the next time you run into it, it may be physically scarred, and
will be sure to recount how it will intend to kill you this time.
Perhaps the most fascinating thing about the nemesis feature is that
it truly feels as though its design belongs in the current generation. Sure,
Elder Scrolls of yore was populated by a procedural world in which your actions
appeared to have lasting consequences on the world’s inhabitants. But how often
would you find yourself speaking to an AI, only to have it repeat itself, as
though you and it had never had a conversation? SoM’s system seemingly
addresses this by adding personality to its Uruk denizens and by adding a sense
of interactive permanence to your encounters with the world’s AI.