AusGamers has reviewed Middle-earth: Shadow of War and writes:
"While it’s clear Monolith Productions’ punt on the unique enemy AI system in the first game paid critical dividends, what they’ve managed to do here is brilliant. Dynamic and emergent (to a controlled degree) confrontations with orcs is almost never the same twice over, and their traits, strengths and weaknesses create a style of game that is rarely ever structured. It’s sort of at odds, in this way, to the rest of the game which follows seamlessly on from the structure of Shadow of Mordor. Missions are waiting for you out in the greater game via mission markers, engage in one of these and your new assignment begins. The ‘overworld’ then is simply teaming with sword, arrow and dagger fodder along with a number of collectibles in each region that work to unlock much of the game’s backstory. It’s all very checklisty in design, and takes a lot away from the more emergent Nemesis side of the game, but in engagement, it still works.
What doesn’t really work is movement, combat and the game’s camera. Players have control over the camera, of course, but you’re often using your spare thumb for something else, and there’s no real smart camera system in place to help in these moments (well, there sort of is, but it’s not very good). Moreover, camera aside, the player movement system is largely forgettable with Talion often snagging various parts of the environment you had no intention of being snagged on at all. Button inputs aren’t up to scratch, either, and can leave you in a wake of frustration when all of the above combines to conspire against you. The number of times I died in combat due to a laggy input, or the camera taking an attacker out of my field of view unnecessarily, became too much to count. It’s a collection of less-than-prime systems that you can work with, but they don’t coalesce into the league of the Batman: Arkham series -- where all of this has been heavily borrowed from."
Ex-Warner Bros. executive reveals that the Nemesis system was designed to create a compelling game that would stick with gamers.
Harry potter could be a great game to use it. The students and the enemies could each have their own seperate tree.
Warner bros is so full of it. Usually corporations cry about piracy but this was simply due to the second hand market and they don’t t like that.
It was a neat idea, but the game is packed with a lot of repetitive filler grindy stuff, clearly designed to make the game last longer. The sequel went overboard, with the filler as well, in order to nudge players towards micro-trash-actions, which were eventually dropped.
TIM WHITE WRITES: "Multiplayer or single player? Developers, you can do both, just not willy-nilly."
I hate when I see single player games and see people begging for multi-player. Jeez guys it don't need to be on every game. Latest one I seen was atomic heart.
Multiplayer or even co-op
If it was always a single player game then that's how it is
It's a trend that never really went away. For me multiplayer in a primarily SP focused game was an excuse for DLC. Then there's the mentality gamers had that adding multiplayer makes a game worth the price, otherwise it should be half price for half a game. A way of thinking devs reassured when they started adding multiplayer to their sequels. We see the same with multiplayer focused games getting SP in their sequels.
I remember when certain single player games had them as included optional modes that was played on the couch. Had brilliant times with Syphon Filter and Golden Eye. Me and my bro used to used to fight over who would play as Gabe even though it was technically just a skin. Good times.
Here are 10 RPGs with great combat, including widely-known titles like Elden Ring and some of the lesser-known gems.
Not a bad list at all. The only one I haven't played there is Mortal Shell, but all the other games are great choices, with Shadow Of War and MOTHERFUCKING KING SHIT SUPREME DRAGON'S DOGMA as my personal favorites there.