![]() ![]() Because Nemesis’s tendrils can now bind characters and environments, each player’s game can play out that much differently. Yes, you’ll still encounter death and destruction, but also stories of betrayal, loyalty, even friendship, according to de Plater. Slay an orc leader and Nemesis might make him return later, uglier and nastier, spouting a colourful one-liner referencing his fate and proclaiming his vengeance.īut in Shadow of War, Nemesis seems to be headed in bolder, more intriguing directions. ![]() In 2014’s Shadow of Mordor, the system allowed for startling random encounters. It’s a way to make each player’s story feel more personal and unique. It catalogues your actions and doles out consequences and tailored experiences appropriately. In short, Nemesis simulates a living world, at least in broad strokes. A wise approach, given that Nemesis is one of the more promising technical innovations in recent memory. My main takeaway: Monolith is pushing their Nemesis technology hard for Shadow of War. Last week, I was able to watch a lengthy demo complete with in-depth commentary from Michael de Plater, the game’s creative lead. The result? Middle-earth: Shadow of War, a sprawling action-RPG epic due out on PS4 this August. Following the success of 2014’s hit Shadow of Mordor, the studio began concepting a direct sequel that would attempt to fully deliver on the scale, spectacle, and savagery only hinted at in Mordor.
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